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The

Final Fantasy
Role Playing Game
Third Edition
Lead Developer
Samuel Banner
Development Staff
Carl Chisholm, Holy Sword Excalipur, Elisha Feger, Chris H., Amanda Latimer, General Leon, Stuart
MacGillivray, Blair MacKenzie, James Reid, Justin Schantz, Michael Schroeder, Matthew White, Lavi Zamstein
Playtesters
Joe Alane, Leonard Anthony P. Arcilla, Greg Atkinson, Tyson Baker, Basil Berchekas III, Matt Biedermann,
Louis-Charles Brisson, Brandon Buchanan, Brandon Chapman, Michael Cleveland, Ted Costales, Daniel
Christman-Crook, Andrea Determan, Mark Dickison, Mark Doherty, E.T. Dorn, Joshua Fagundes, Ben
Freeman, Raymond Gatz, Bryan R. Gillis, Adam Hebert, Liz Hirschmann, Brian Hon, Kyle Johnson, Edan
Jones, Brian Vander Kamp, Edward Karuna, Jonothon Kinnes, Rob Knight, Moriah Koehler, Brandon
Lieberthal, Arthur McKay, Alex Millar, Leonard Michaels, Jonathan Cardozo Mota, Erica Nelson, Lars Nelson,
Christopher Nichols, Michael Nuckels, Matias Parmala, Damia Queen, David Renaud, Spenser Rubin, Bob
Sawyer, Sydney Schaffer, Brandon Schmelz, John R. Shadle, III, Steve Smith, Edward Tran, Andrew Wilkins,
Matt Wolfe, Patrick Wong, Desmond Woolston, James Zoshak
Contributors
Kiyoshi Aman, Ryan Baffy, Randal Barnot, Matthew Bateman, Mike Beyer, Jason Copen-Hagen, Adam
Crampton, Greg Dean, Shaun Dean, Mark Della-crose, Jordan Devena, Alex Devon, DL, Mark Doherty, Martin
Drury Jr., Dennis Fisher, Steve Fortson, Richard Gant, Clay Gardner, Gabe Gilreath, Brian Hon, Andrew
Hochstetler, David Huber, Myst Johnson, John Keyworth, Matthew Kilfoyle, Jonothan Kinnison, Blake
Leighton, George Leonard, Minna Leslie, Matthew Martin, Matthew McCloud, Katrina Mclelan, Adolfo
Menendez, Kim Metzger, Allan Milligan, Jared Milne, Des Mongeot, Curtis Monroe, Paul Mulka, Lars Nelson,
Peter Pearson, Chris Pomeroy, The Dark Rabite, Caity Raeburn, Robert B. Reese, Stacy Rowe, Yousef Al-
Shamsi, Robert Shaver, Brenden Simon, Charles Smith, Peter Smith, Wesley Smith, Martin Sonata, Kaj
Sotala, Jeff Taft, Giovanni Tonelli, Brandon Varga, Andrew Vickery, Sam Volo, Clayton G. W, Justin White,
Matthew White, Grace Chapdelaine Young, and any others we may have missed or who have supported us
along the way.
Special Thanks
Robert Pool and M R Sachs, retired Project Leader and Lead Developer, for keeping this project going
through three editions and eleven years.
Scott Tengelin, the creator of the original FFRPG, and without whom this would not have happened.
And Wesley Teucer Carscaddon. He knows why.
Table of Contents
0. Introduction 1
1. Playguide 13
Dice 13
Statistics 13
Skills 14
Task Checks 14
Scenes 17
Classes and Jobs 18
Combat 19
2. Character Creation 23
Advancement 33
Experienced Characters 36
3. Races 39
Human 39
Bangaa 40
Cremiere 41
Dwarf 42
Elf 43
Galka 44
Mithra 45
Moogle 46
Nu Mou 47
Qu 48
Ronso 49
Tarutaru 50
Varg 51
Viera 53
Yeti 54
Differentiating Races 55
4. Jobs 57
Warrior Jobs 57
Expert Jobs 74
Mage Jobs 98
Adept Jobs 106
5. Skills 124
Expanded Rules 124
Groupwork 125
Artistic Skills 127
General Skills 127
Scholastic Skills 128
Social Skills 130
Technical Skills 131
Thievery Skills 132
Weapon Skills 133
Wilderness Skills 134
6. Equipment 137
Equipment Basics 137
Weapon Slot 141
Shield Slot 157
Body Slot 158
Head Slot 161
Hands Slot 163
Accessory Slot 165
Inventory Slot 171
Materials 177
7. Combat 184
The Basics of Combat 184
The Initiative Phase 187
The Action Phase 187
The Status Phase 192
The Spoils of Battle 200
Special Circumstances 200
8. Magic 204
Spell Classifications 205
Black Magic 206
White Magic 209
Time Magic 213
Red Magic 217
Blue Magic 217
Spellblade Magic 223
Intuitive Magic 227
9. Adventuring 229
Rest and Recovery 229
Towns 231
On The Road 233
10. Gamemastering 237
GM Basics 237
Building an Adventure 242
Building a Campaign 254
Creating New Races 261
Creating Equipment 262
Appendix I. Skill Supplement 278
The Basics of
Technical Skills 278
Invent 279
Gadgets 286
Repair 286
Crafting Weapons and
Armor 287
Practical Crafting 289
Cooking 291
Explosives 292
Alchemy 293
Mix 295
Appendix II. Monster Creation
System 308
Monster Profile 308
Attributes and Statistics 311
Attacks 314
Action Abilities 320
Spells 322
Job Abilities 322
Movement Abilities 322
Support Abilities 323
Reaction Abilities 327
Field Effects 328
Boss Abilities 329
Rewards 330
Converting Monsters 331
Appendix III. Summoning 333
The Basics of
Summoning 333
Using Evocation Magic 333
Using Summon Magic 333
Summon Profiles 336
Appendix IV. Storytelling 391
Key Points 391
Traits 392
Planning 399
Appendix V. Game Sheets
Glossary
O
______________
INTRODUCTION

"Every story has a beginning.


This is the start of yours."
Auron
FINAL FANTASY X
The first Final Fantasy title appeared on American shores in 1990,
long after rescuing its Japanese creators from impending bankruptcy
and virtual obscurity. Its unique blend of traditional Western
mythology and science fiction had an almost immediate impact on
game players the world over, going on to become one of the
cornerstones of the fledgling console RPG genre. Since its inception,
the Final Fantasy series has become one of the best-selling and
most influential role-playing sagas of all time, spanning no less
than thirteen official titles on seven platforms and countless spin-
offs, including two animated series and full-length CG movies. The
Final Fantasy RPG is both an homage to these titles and an attempt
to bring their spirit and feel to the gaming table.
HOW TO USE THIS BOOK
The Third Edition Core Rulebook is the foundation of the FFRPG.
How you approach the information within will depend on both your
roleplaying experience and your familiarity with the Final Fantasy
games.
If you are a Final Fantasy fan getting into roleplaying for the first
time, you'll soon be right at home here. Tabletop roleplaying games
have entertained people around the world for more than three
decades; with this book, some dice, friends, paper, and a little
imagination, you'll have everything you need to follow in the
footsteps of Locke, Tidus and Zidane, traveling strange lands,
discovering legendary weapons and ancient magics, and battling
against evil in every shape and form.
While prior roleplaying experience is generally a plus with games
like this, the Core Rulebook explicitly assumes that you are playing
for the first time. Because of this, you'll find detailed examples and
explanations throughout. The second half of this introduction in
particular contains a rundown of what roleplaying entails and how to
go about playing a tabletop RPG.
If you are new to the Final Fantasy games, don't fret. No 'insider'
knowledge is required to use and enjoy the contents of this book. In
fact, the first portion of this introduction is specifically designed as a
crash course for this much-loved series, keeping you up to speed
with the series veterans. In the space of the next few pages, you'll
find capsule summaries for the fifteen most important Final Fantasy
games as well as a primer on the content and feel that's common to
them. This is supplemented by the rest of the book, which offers
plenty of descriptive detail for the creatures, professions, and races
of the series.
If you have experience with role-playing games, the FFRPG should
be a relatively straightforward read. Like many other rulebooks, the
rules of the FFRPG will be introduced in small segments over the
course of this book with the ultimate intent of preparing the readers
for their own adventures in the Final Fantasy universe.
Finally, if you played the First or Second Editions, be prepared to
rediscover the FFRPG in its entirety. The Third Edition is a tighter,
neater, more comprehensive piece of work than its predecessors,
eliminating unclear rules while dramatically increasing the range of
options available to both GMs and PCs.
In order to help your understanding of the FFRPGs ruleset, all
important terms and formulas in this book are marked in boldface
the first time they are used. In addition, key system terms such as
Job, Speed, Weapon, Attack Action, and Task Check will be
consistently capitalized to head off potential confusion.
! Clarifications and Examples
Because of the game's complexity, the main text will occasionally
be broken up by clarifications and examples, distinguished by
boxes like this one. Examples will have a question mark (?) in the
upper left corner; clarifications an exclamation mark (!).
Some rules presented in this rulebook are Optional Rules these
will always be clearly denoted as such in the game text itself when
they occur. Optional Rules are given largely for the benefit of
Gamemasters as an alternative to existing rules; whether or not
these are implemented is down to individual preference.
CONTENTS AND ORGANISATION
Beyond this introduction, the Core Rulebook is divided into ten
chapters and five appendices, each covering one aspect of the
FFRPG in detail.
Chapter 1 introduces the mechanics used by the Final Fantasy
RPG. Almost all information in here is built upon in later chapters,
and should be considered essential to anyone interested in playing
the game.
Chapter 2 outlines the character creation process in step-by-step
fashion, offering a logical starting point for players to begin their
exploration of the rest of the rulebook. It also covers character
advancement, as well as details on how to create an experienced
starting character.
FINAL FANTASY THE ROLEPLAYING GAME 1
Chapter 3 gives an overview of several Final Fantasy races,
discussing physiology and culture as well as offering concrete
roleplaying notes and naming advice for those interested in
exploring the possibilities offered by non-human characters.
Chapter 4 introduces the professions of the FFRPG, their powers
and talents.
Chapter 5 describes the Skills of the Final Fantasy RPG, including
their applications and limitations.
Chapter 6 concerns itself with equipment. It contains full Weapon,
Armor, Accessory, and Item listings, and delves into stores and
currency within the Final Fantasy universe.
Chapter 7 delves into combat and all things associated with it;
include damage, dying, unusual conditions, and unexpected
occurrences
Chapter 8 covers Magic in Final Fantasy, and holds all major Spell
lists used by the Black, White, Red, Blue, and Time Mages.
Chapter 9 covers the adventuring life, including rest and recovery,
travel, navigating towns, and overcoming challenges.
Chapter 10 is devoted solely to the GM. Amongst other things, it
contains essential advice for first-time GMs, expanded rules for
campaign play, and a number of helpful tools for making new races,
equipment, and traps.
Appendix I serves as a supplement to the Skill listings first
presented in Chapter 5, and covers a wide variety of Technical Skills
and their applications.
Appendix II houses do-it-yourself rules for monster creation,
guiding GMs through the process of creating fearsome foes for their
players to challenge in mortal combat.
Appendix III covers the vagaries of Summon magic, including the
powerful beasts Summoners call their allies.
Appendix IV offers suggestions and mechanics for emphasizing
the FFRPGs storytelling aspects.
Appendix V is a collection of sheets designed for both GM and
player usage.
Finally, the last few pages of the Core Rulebook are devoted to an
index. All important terms, names and concepts within the book
itself are located there for easy reference.
GAME COVERAGE
The Core Rulebook contains material converted from each of the
twelve 'core' Final Fantasy games and their sequels, plus Final
Fantasy Tactics, Final Fantasy Tactics Advance, and Final Fantasy
Crystal Chronicles. Rather than emulate any one particular game in
the series, the rules presented here try to find a common ground
between them by mixing and matching elements from each major
release. The Summoning rules presented in Appendix III, for
instance, are directly based on the 'persistent' Summoning first
seen in Final Fantasy X, while the fire-and-forget Summoning from
earlier games is presented as a separate ability.
This design philosophy means that some games are going to be
more difficult to emulate than others. The basic rules don't contain
any provisions for changing Jobs in the style of Final Fantasy III and
V, or the option of open-ended character development of the kind
offered by Final Fantasy X's Sphere Grid or XII's License Board.
Game-specific conversion rules may surface at a future date to
accommodate GMs interested in recreating one particular e-game.
NAMING
The names of the characters, races, equipment, items, and spells
listed in this rulebook usually follow the games' official North
American translations. Because the quality of these localizations has
dramatically improved over the twenty-five years since Final Fantasy
first arrived in the US, names used in the FFRPG tend to favor the
newest and most accurate translations. This includes the updated
translations given to recent remakes of older titles like Final Fantasy
IV and Final Fantasy Tactics; players who have only experienced the
originals may not immediately recognize some of the names used
here.
The rationale for this is relatively simple: once a translation
changes, it generally becomes the standard for all future games in
the series. For example, the old [x] 1, 2, 3, 4 sequence of Spells
was dropped in favor of -ra, -ga, and -ja suffixes back in '99, 'Gil'
replaced 'Gold Pieces' as of Final Fantasy VII, and the most recent
translations began phasing out 'Soft' for 'Golden Needle,' the
original Japanese name. As a result, keeping in the game in line with
the most current translations helps to 'future proof' the FFRPG.
WHAT IS FINAL FANTASY?
As might be expected from a series with twenty years of history,
hundreds of creative personnel, and few direct sequels, Final
Fantasy is a varied beast. Each game is a universe in its own right,
introducing new protagonists, settings and conflicts; on the surface,
there seems to be little connection between the traditional fantasy of
the earlier titles and the out-and-out science fiction of the later
ones, save for the name itself. Looking deeper, however, reveals a
number of recurring themes that bind the games together, creating
an important common ground.
THE MAGIC OF MYTH
The Final Fantasy universe takes its roots from a rich tradition of
mythology and popular storytelling. Anybody familiar with the heroic
fantasy genre will recognize most of the tropes: legendary swords,
mighty warriors, shadowy villains, tales of magic and destiny. This is
reflected in the liberal use of cultural references seen throughout
the series, ranging from Robin Hood, King Arthur, Excalibur, and the
Masamune katana to creatures like goblins, kappa, chimeras, and
dragons.
THE CENTER OF ATTENTION
Events in Final Fantasy games actively revolve around the party.
Major events only happen when they are on the scene, or because
they are; if there is change in the world, the players either have a
direct hand in it or will deal with the implications themselves. This
extends to the larger plot evil powers will often know the
FINAL FANTASY THE ROLEPLAYING GAME 2
characters on a first-name basis, and make the partys eradication a
personal priority.
As a result, the players deeds should be epic enough to warrant
this kind of attention. Though it isnt necessary for every adventure
to have world-shaking consequences, the general thrust of a
campaign should see the heroes doing what Final Fantasy
characters do best: defeating legendary monsters and mages,
obtaining fabled weapons, rescuing towns from the clutches of evil,
and toppling corrupt empires.
THE HEROES
Adventuring parties in Final Fantasy tend to be an eclectic melange
of ages, backgrounds, and motivations. While theres plenty of
scope for stout, pure-hearted heroes and noble warriors, not all
Final Fantasy characters are knights in shining armor; there's just as
much scope for shaded protagonists like the antisocial loner Squall
Leonhart, the thieving, self-obsessed Yuffie Kisaragi, or Shadow, a
man willing to sell his killing talents to anyone with the money to
match his asking price. What sets these darker characters apart
from their adversaries is their conviction; even if they cheat, abuse
or betray their comrades in the course of the adventure, when push
comes to shove, they can be counted on to do the right thing.
Players, too, should be willing to uphold those ideals.
Despite the diversity in groups, there are also a few constants.
The leader of the group tends to be younger and less world-wise,
aged between 16 and 21. For many games, this is mainly a narrative
convenience; as the fresh-faced hero learns about the world around
him and begins unraveling ancient legends, so too will the player
gradually become acquainted with the games background and
storyline. Several games couple the younger protagonist with an
older mentor character, though the mentors tend to spend more
time being cantankerous to actually teaching their younger
counterparts anything of practical value.
In the earlier games, female party members tended to use magic
rather than physical weapons in battle, and though the series has
thrown up plenty of she-warriors since then, Summoners, Callers,
and White Mages are almost universally women. In later games,
female characters tend to be divided into cute, sexy, and
beautiful types, depending on appearance and personality; Final
Fantasy VII, Final Fantasy VIII, Final Fantasy X, and Final Fantasy XII
are all examples of this kind of design. If there are any members of
ancient near-human races or lost civilizations in the party, chances
are high that are they are female as well.
Finally, non-human characters form a distinct minority in the
group. In most games, only one member of the party is anything
other than human, the notable exception being Final Fantasy IX.
ULTIMATE POWER
Anyone coming to Final Fantasy from traditional fantasy roleplaying
games will quickly notice one thing: the power level is significantly
higher. Characters routinely absorb or shrug off damage that would
fell an army in real life and amass entire arsenals of ancient artifacts
and legendary weapons over the course of their careers. Magic can
be powerful enough to lay waste to entire cities at a time; ancient
artifacts and rituals sink continents and reshape the very structure
of the planet. Final Fantasy is all about thinking larger-than-life while
retaining an intimate scale; great deeds are accomplished not by
armies, but by small bands of dedicated warriors with a righteous
cause and the will to see it through.
JOURNEY INTO MYSTERY
The plots of Final Fantasy are ultimately about discovery
discoveries about ones self, about the past, about the world, about
the people one travels with and the reasons for fighting alongside
them. In this sense, a Final Fantasy game is like a mystery whose
specifics are discovered one piece at a time. Never give your players
too much information about the setting or its powers ahead of time
instead, introduce these details one piece at a time.
CULTURE CLASH
Final Fantasy games tend to be the product of many different
cultural and genre conventions colliding at once. The first game was
heavily influenced by venerable fantasy RPG Dungeons & Dragons,
but spiked the punch with the addition of robots, time travel, and a
dungeon set aboard an orbital space station. Since then, science
fiction and fantasy have freely intermingled, albeit in different ways.
Earlier games were set in traditional fantasy worlds where ancient
civilizations had achieved tremendous technological sophistication
before lapsing into obscurity, resulting in settings sharing Vikings
and cryogenic suspension, Paladins and space travel, submarines
and magic circles. Later games advanced the technology levels to
the Industrial Age, modern day, and even near future without
reducing the impact of magic; a high-powered weapon in these
worlds could fire laser beams just as easily as highly focused arcane
energies.
Japanese popular culture has also played an important role in
shaping the series. With more contemporary settings came idol
singers, card games, home pages, and high fashion, while the
Japanese love of all things cute has resulted in worlds populated
with cartoonish, often ridiculous monsters winged cats, imps in
pots, blob-men, knife-wielding fish in monks robes.
Then there are the miscellaneous sources and inspirations that
have been added to the mix over the years: the Star Wars films,
2001: A Space Odyssey, cult series Neon Genesis Evangelion, Studio
Ghiblis Nausicaa origin of the iconic Chocobos and even the
classic rock act Queen, cited as an inspiration by Final Fantasy
Tactics director Yasumi Matsuno. In short, when it comes to breaking
a Final Fantasy game down to its components, it honestly is a case
of 'everything but the kitchen sink.'
CONSOLE LOGIC
There's a certain kind of twisted logic to console RPGs in general
and Final Fantasy specifically that is difficult to adjust to at first.
Here, after all, is a world where heroes can recover from near-fatal
beatings with just eight hours of sleep, where gold coins drop from
dead lizards and ten-year-old girls can flatten a thirty-year old man
FINAL FANTASY THE ROLEPLAYING GAME 3
in plate mail without breaking a sweat. The important thing is not to
worry why it happens and just accept it does Final Fantasy games
run on their own internal logic, and arent mean to be an accurate
simulation of real life.
SUMMONING
Since Final Fantasy III first introduced the concept of 'summoning,'
drawing powerful supernatural creatures into a battle to unleash
devastating magical attacks has become an important concept for
the series. Summoned creatures such as Shiva, the Ice Queen and
the Wyrmking Bahamut have been important plot elements in several
games, and act as 'recurring characters' across titles.
RECURRING ELEMENTS
A few setting elements are common to every core Final Fantasy,
regardless of how far into the future or past it may be set. The first
is the presence of flying vehicles, usually the airships that become
the partys primary means of transportation later in the game. Final
Fantasy Tactics is the only game to break this rule, but even it
features a final battle in a graveyard of ancient airships, thereby
narrowly squeaking by.
The second is the presence of the Chocobo as the primary beast
of burden and riding animal horses only make rare appearances
in the games, and are generally used exclusively by monsters and
enemy soldiers.
The third is one character named Cid, who usually plies his trade
as an engineer or scientist. Cid tends to be older, and acts as a
mentor to the party; in some cases, he may even join them in battle.
Cid is also intimately tied to airships, and in many cases constructs
or designs them himself.
Less-common but important recurring elements include powerful,
world-altering Crystals usually one for each of the four Elements
of Fire, Earth, Water, and Wind and an inseparable pair of
characters named Biggs and Wedge stuck doing dirty and
unglamorous work. These aside, many of the Spells, races, and
monsters in this book are iconic Final Fantasy creations at home in
any of the actual games..
PG-13
A critical factor to consider is the overall tone of the game. With the
exception of the grim Tactics universe, almost every Final Fantasy
game is teen-friendly in terms of content, though titles released
after the Nintendo era pushed a little harder on this front than the
earlier games. Sex may be alluded to as with Final Fantasy VIs
thinly-veiled prostitutes, the risqu dancers of Final Fantasy IV, or
the Honeybee Inn in Final Fantasy VII but is never actually seen
on-screen, regardless of whether its the actual act or the
aftermath. Relationships, where they exist, tend to be a platonic ideal
of romantic love; whether they are consummated is generally left to
the players own imagination.
Though death occurs on a massive scale, violence, too, tends to
be stylized rather than explicit; no buckets of blood or severed limbs
flying through the air every time swords cross. Torture is rarely seen
and generally tame electric shocks, a few kicks to the gut,
improbable and overly-elaborate deathtraps.
Finally, language tends to be relatively mild the only game with
notable swearing is Final Fantasy VII, and the bulk of it was
censored out for comic effect, resulting in some %#@$ing
memorable dialog. The end result is a kind of universe permanently
stuck in PG-13.
A SINGULAR MENACE
Final Fantasy villains can come in many forms the slavering
monster, the bumbling henchman, the calculating military mind, the
alien intelligence, the scheming megalomaniac, the last survivor of a
long-dead civilization Each story has a multitude of foes, but there is
always one enemy that rules them all, a final menace to be slain to
set things to rights again. Sometimes the last battle will be against
an opponent that has dogged the heroes since their adventure
began; sometimes, the true mastermind will only show itself at the
eleventh hour. Either way, the only way to save the world is to best
them in battle and bring the story to an end.
THE HISTORY
Given the prolific rate at which the franchise has multiplied over the
years, keeping track of the ever-increasing numbers of releases,
remakes, and spinoffs is often difficult, if not outright overwhelming.
The next few pages have been given over to a comprehensive
history of Final Fantasy from its inception onwards, covering major
releases and events.
1987
On the verge of bankruptcy, Square an obscure developer with a
string of flops to its name puts all of its resources into developing
a do-or-die title, Final Fantasy, for Nintendo's Famicom console.
Drawing heavily on fellow developer Enix's Dragon Quest and TSR's
popular Dungeons & Dragons roleplaying game, the title becomes an
unexpected success, giving Square a second lease on life and
lionizing its creators producer Hironobu Sakaguchi, composer
Nobuo Uematsu, and character designer Yoshitaka Amano, whose
ethereal pastel-colored artwork will define the "look" of the series
for nearly a decade.
1988
Final Fantasy II is released in Japan. A significant about-face from its
predecessor, II introduces a complex storyline and better-developed
characters as well as new mechanics that eschew Level-based
advancement in favor of a more free-form system. Several of the
game's more enduring elements including the hearty avian steeds
known as Chocobos and Ultima, the ultimate magic make their
debut here.
FINAL FANTASY THE ROLEPLAYING GAME 4
1990
Final Fantasy III is released in Japan. A throwback to the original
Final Fantasy, III's plot is secondary to its mechanics; a class-change
system allows the game's faceless protagonists to slip into a wide
array of roles and professions to overcome their foes.
With III a hit, work begins on two new Final Fantasy titles Final
Fantasy IV for the Famicom and Final Fantasy V for the Super
Famicom, Nintendo's new 16-bit console. Early on in the
development process, Square makes the decision to move Final
Fantasy IV to the Super Famicom, making III the last of the series to
appear on the original Famicom.
Final Fantasy is released in the United States, enjoying resounding
success. As a result, Square's US subsidiary begins work on an
English version of Final Fantasy II. A prototype cartridge subtitled
Dark Shadow of Palakia is produced, but the project is
eventually scrapped in favor of localizing the newly-released Final
Fantasy IV.
Final Fantasy Legend is released in the US for Nintendo's handheld
Game Boy console. In spite of its title and director Akitoshi
Kawazu, a game designer on Final Fantasy I and II the game is not
officially part of the Final Fantasy series; its original Japanese title,
Makai Toshi SaGa, is jettisoned for the US market to capitalize on
Final Fantasy's name-brand recognition among American gamers.
1991
Final Fantasy IV is released. Its combination of Final Fantasy II's
plot-driven gameplay with the more straightforward class-based
mechanics of the original game sets the tone for the rest of the
series, and will lead many to declare it as one of the best titles in the
series.
Eager to capitalize on Final Fantasy's US fanbase, Square rushes
a US version retitled Final Fantasy II to avoid confusing consumers
into production, releasing it a mere four months after its Japanese
counterpart. More than a straight port, Final Fantasy II features
several notable changes, including a toned-down difficulty level and
the removal of a significant amount of content deemed unsuitable
for US audiences. The game's translation, though poor, provides a
generation of gamers with one of its most resounding catchphrases:
"YOU SPOONY BARD!"
Seiken Densetsu: Final Fantasy Gaiden is released in Japan for the
Game Boy. Originally entitled Gemma Knights, the game is more
action-oriented than its "big brothers"; only a handful of elements
including the iconic Moogles and Chocobos and its overall
graphical style identify it as part of the series. Despite being
developed by a largely inexperienced team, Seiken Densetsu is
successful enough to spawn a series of sequels; the Final Fantasy
elements are phased out from the second game onwards. The US
release follows in November of the same year under the title Final
Fantasy Adventure.
The Game Boy title SaGa II: Hihou Densetsu is released as Final
Fantasy Legend II in the US.
1992
Final Fantasy V is released in Japan. A throwback to Final Fantasy III,
its expansive class change system, high difficulty level, and low-key
plot are deemed 'inaccessible' to the average American gamer,
resulting in it being passed over for US release. The game is the last
to be directed by series creator Hironobu Sakaguchi.
Final Fantasy: Mystic Quest is released in the US. Developed
entirely with an American audience in mind, the game is widely seen
as one of Square's most notorious misfires. The elementary
gameplay and non-existent storyline compares poorly to the
recently-released Final Fantasy II and leads to widespread contempt
for the title in later years.
1993
Mystic Quest is released in Japan under the title Final Fantasy USA:
Mystic Quest.
The Game Boy title SaGa III: Jikuu no Hasha is released as Final
Fantasy Legend III in the US.
1994
Final Fantasy VI is released. By now, the debut of a new Final
Fantasy title has become something of a cultural event; in Japan,
hordes of eager gamers line up outside of stores on release day,
hoping to be the first to snap up a copy. A bleak, epic game, VI's
graphical opulence and expansive scope drive it to critical and
commercial success. With Hironobu Sakaguchi only peripherally
involved in the title's development, directorial duties on VI are
shared by Yoshinori Kitase who had previously worked on Seiken
Densetsu and Final Fantasy IV's battle director, Hiroyuki Itou.
A heavily Anglicized US version is released under the title Final
Fantasy III later the same year, once again toning down or outright
removing "objectionable" content in the game. In subsequent years,
these changes will come under significant fire from die-hard series
fans.
Final Fantasy: Legend of the Crystals, an animated sequel to Final
Fantasy V, is released in Japan. Despite the presence of acclaimed
director Rintaro who had previously worked on the animated
version of Enix's Dragon Quest Legend of the Crystals meets a
muted reception from series fans.
1995
Square begins development on Final Fantasy Tactics for the Super
Famicom. Inspired by tactical role-playing games like Ogre Battle
and Fire Emblem, Tactics places the player in charge of an entire
FINAL FANTASY THE ROLEPLAYING GAME 5
army, developing a fighting force over the course of many battles. As
the project progresses, the increasingly tangential connections to
the Final Fantasy series eventually lead to the game being
repositioned as a wholly original title, Bahamut Lagoon.
A second Final Fantasy Tactics will later enter development under
the direction of Yasumi Matsuno, creator of Ogre Battle, after the
latter defects from developer Quest to Square.
Plans are drawn up to release a US version of Final Fantasy V.
Provisionally entitled Final Fantasy Extreme, Square intends to
promote the game as intended for "more experienced gamers, but
cancels development partway through the project.
Square unveils an interactive technical demo featuring Final
Fantasy VI characters at the ACM SIGGRAPH convention. At the time,
the demo is widely assumed to be a "dry run" for an eventual Final
Fantasy 64 on Nintendo's 64-bit Super Famicom successor.
1996
Ending nearly a decade of collaboration with Nintendo, Square
announces that Final Fantasy VII will be released exclusively on
Sony's next-generation Playstation console after the ambitious game
proves impossible to realize on Nintendo's cartridge-based Nintendo
64.
1997
Final Fantasy VII is released with an extensive promotional blitz
emphasizing its then-stunning pre-rendered graphics. The gambit
works, enticing even gamers who traditionally shun roleplaying
games; over the next two years, Final Fantasy VII will go on to sell
more than 8 million copies, nearly four times the number shifted by
its predecessor.
Notable for a gritty near-future scenario and adult themes, VII also
features a new character designer, Tetsuya Nomura, whose work
defines much of the future 'look' of the series. On the production
front, Yoshinori Kitase once again acts as director.
The US release later brought to Japan under the title Final
Fantasy VII International adds new content, including two
"challenge" bosses, Ruby Weapon and Emerald Weapon. However,
Sony's sub-par translation reduces the intricate plot to nigh-on
incoherence. Among the many pieces of mangled dialogue is the
widely-quoted line, "This guy are sick."
The game's success drives a wedge between Square and
Nintendo, resulting in Square abandoning Nintendo's platforms
outright.
Final Fantasy Tactics is released for the Playstation to widespread
critical acclaim. As with Final Fantasy VII, Final Fantasy Tactics is
localized by Sony rather than Square, resulting in a plethora of
grammatical, spelling, and translation errors. The game's tutorial
section in particular suffers from this; as a result, the nonsensical
advice given by in-game tutor Bordam Daravon becomes the stuff of
dark legend among series fans.
Square begins working with developers Top Dog to bring a US
version of Final Fantasy V to Windows PCs. The project falls apart
well before release as a result of communication issues between the
two parties.
Square Pictures is established in Honolulu, Hawaii. US$130 million
is spent building the company's state-of-the-art studio and
production facilities with the intention of establishing an animated
film division within the company. An international team begins work
on what will eventually become Final Fantasy: The Spirits Within.
1998
A Windows PC port of Final Fantasy VII is released.
1999
Final Fantasy VIII is released on the Playstation. Intended as an
antidote to the dark, gloomy VII, VIII's stripped-down gameplay and
personalized narrative make it one of the most controversial titles in
the series, but also one of the most successful; in the US, the game
claims sales of more than US$50 million in the first three weeks of
its release.
Square begins releasing Playstation ports of the Super Famicom-
era Final Fantasy games. In Japan, the Final Fantasy Collection
contains Final Fantasy IV, V, and VI; the US release, the Fantasy
Anthology bundles Final Fantasy V and VI together. All games are
virtually unchanged from their original Super Famicom outings, but
have pre-rendered cinematics to bring them in line with the later
Playstation releases. V, seeing an official Stateside release for the
first time, is saddled with a sub-par translation; fan reaction to the
"lost" Final Fantasy is mixed at best.
2000
Final Fantasy IX becomes the last "official" Final Fantasy to see a
release on the original Playstation. Developed concurrently with VIII,
IX is a very different beast from its predecessor, trading heavily on
fan nostalgia with frequent references to previous games in both
visuals and spirit. Character art once again comes courtesy of
Yoshitaka Amano; in-game, characters sport a cartoonish, stylized
look deliberately at odds with the more realistic design of Final
Fantasy VIII.
Despite or perhaps because of the game's nods to its roots,
IX is the least successful Playstation Final Fantasy by far. A Windows
port is announced, but never materializes
A remake of the original Final Fantasy is released for Bandai's
Wonderswan Color, an obscure Japanese handheld with minimal
share in a market dominated by Nintendo. Though gameplay is
largely unchanged, the remake features retooled graphics
bringing it up to 16-bit era standards and a modestly improved
storyline.
FINAL FANTASY THE ROLEPLAYING GAME 6
A Windows PC port of Final Fantasy VIII is released.
2001
The release of Final Fantasy X marks the series's transition to
Sony's Playstation 2 and the beginning of a new era, as Yoshinori
Kitase takes over as producer and longtime composer Nobuo
Uematsu shares composing duties with newcomers Junya Nakano
and Masashi Hamauzu. The PS2's improved processing power
significantly closes the gap between in-game visuals and the pre-
rendered cinematics that are now a series staple. Most notably, the
game's environments static 3D renders throughout the Playstation
years are finally generated entirely in real-time. Other innovations
include a streamlined battle system, open-ended character
development, and extensive voice acting; critically acclaimed, the title
also proves to be a commercial smash, selling nearly two million
copies within four days of its Japanese release.
The full-length CG science fiction movie Final Fantasy: The Spirits
Within is released in theaters Though opulently animated, Spirits is a
critical and commercial dud, posting a US$120 million loss. The
fallout from the movie's failure spells the end for Square Pictures;
the company shuts down after releasing just one more project, the
Matrix short Final Flight of the Osiris.
The animated series Final Fantasy Unlimited begins airing in Japan.
A collaboration between Square and animation studio GONZO,
Unlimited tells the story of two young children brought to a fantastic
world in search of their parents. Crude animation, simplistic plot,
and minimal connection to the Final Fantasy games do little to
endear it to viewers; tepid ratings force the show's cancellation after
only 25 episodes.
Square follows its Final Fantasy I remake with a Wonderswan Color
port of Final Fantasy II, featuring enhanced graphics and an
improved advancement system.
Final Fantasy Chronicles is released in the US, bundling Final
Fantasy IV and Chrono Trigger another classic Square RPG from
the Super Famicom era together in a single boxed set. As with
Anthology, both titles are spruced up with new cinematics. Final
Fantasy IV is graced with a fresh translation; mindful of the game's
historic status, the translators are nonetheless careful to keep key
lines from the original intact, most notably the infamous "SPOONY
BARD."
2002
Final Fantasy XI, the first massively multiplayer online game set in
the Final Fantasy universe, debuts on Playstation 2 and PC in Japan.
The game's mechanics are inspired by the highly successful online
game EverQuest, a game obsessively played by XI's development
team. Though unit sales pale in comparison to its traditional
counterparts, it accumulates 500,000 paying subscribers, making it
among the more successful entries in the massively multiplayer
genre.
Final Fantasy Origins is released, bundling the Wonderswan
upgrades of Final Fantasy I and II onto a single Playstation CD. As
with Chronicles and Anthology, Origins features additional pre-
rendered cinematics not found in previous or subsequent
releases.
A port of Final Fantasy IV becomes the third and last Final Fantasy
release for the Wonderswan Color.
2003
Square merges with former arch-rival Enix, forming a new
conglomerate known as Square Enix.
Final Fantasy X-2, the first direct sequel to a Final Fantasy game in
Square Enix's history, is released for the Playstation 2. Reusing the
original's engine and graphical assets, X-2's light-hearted tone and
female protagonists garner mixed responses from fans.
Nonetheless, the game goes on to sell 2 million copies in Japan and
a further 1 million in the US.
Final Fantasy: Crystal Chronicles is released for the Nintendo
GameCube, marking the start of a reconciliation with Nintendo. A
lightweight action RPG for up to four players incorporating the Game
Boy Advance as a gameplay aid, Crystal Chronicles has more in
common with original Final Fantasy spin-off Seiken Densetsu than
the weighty "main" games.
Final Fantasy Tactics Advance is released for the Game Boy
Advance. Though it shares the mechanics of its predecessor, TA's
whimsical plot heavily inspired by cult fantasy novel The
Neverending Story is a disappointment to Tactics devotees. The
game achieves respectable success, selling more than 500,000
copies in Japan in less than two months.
Final Fantasy XI is released in the US bundled with the game's first
expansion pack, Rise of the Zilart.
Bandai halts manufacturing of its Wonderswan handhelds, leading
Square Enix to cancel its intended remake of Final Fantasy III. The
project is later revived for Nintendo's DS handheld.
2004
Final Fantasy VII: Before Crisis, a prequel to Final Fantasy VII, is
released in Japan. The game's plot told via "episodes" released to
mobile phones on a monthly basis casts players as members of
the Turks, the elite security force of the villainous Shinra Power
Company. Before Crisis first in a series of Final Fantasy VII spinoffs
collectively known as "Compilation of Final Fantasy VII" quickly
grows to become one of the most successful mobile titles ever.
Chains of Promathia, Final Fantasy XI's second expansion pack, is
released, adding several new areas to the world of Vana'diel.
FINAL FANTASY THE ROLEPLAYING GAME 7
Final Fantasy: Dawn of Souls, a port of Origins for Nintendo's
Game Boy Advance, is released. Both games are enhanced to sport
additional content: four "bonus" dungeons in Final Fantasy I and an
additional mini-adventure in Final Fantasy II.
2005
After a successful debut at the Venice Film Festival, the full-length CG
feature Final Fantasy VII: Advent Children sees limited theatrical
release in Japan. Square Enix's first venture in computer animation
since the demise of Square Pictures, Advent Children is a direct
sequel to Final Fantasy VII featuring many of the same key creative
personnel. The subsequent DVD/UMD release of the movie is a
resounding success, selling 700,000 units in the space of a single
month. The DVD edition includes an additional animated short, "Last
Order."
Final Fantasy IV Advance, a port of Final Fantasy IV for the Game
Boy Advance, is released. As with previous GBA releases, FFIVA
sports bonus content in this case, two new dungeons and the
ability to change party members for the final confrontation.
2006
Dirge of Cerberus, the third Final Fantasy VII spinoff, is released on
the PS2 to middling reviews. A run-and-gun shooter starring the
mysterious Vincent Valentine, Dirge follows the events of Advent
Children and is the last game in the Final Fantasy VII timeline.
Treasures of Aht Urhgan, the third Final Fantasy XI expansion, is
released. Beyond adding several new areas to the game world,
Treasures also introduces three new Jobs: the Blue Mage, the
Corsair, and the Puppet Master.
After nearly 5 years of development and countless delays, Final
Fantasy XII finally sees release. With Final Fantasy Tactics director
Yasumi Matsuno at the helm, XII takes the series into new waters on
many fronts. Exploration and combat are merged into a seamless
whole, while the storys political machinations drastically expand the
traditionally intimate scope of previous Final Fantasy games. The
Weekly Famitsu, Japans most respected video game periodical,
awards the game a landmark 40 out of 40, making it only the sixth
game in Famitsus history to receive this distinction.
At the 2006 Electronic Entertainment Expo, Square Enix
announces Final Fantasy XIII: Nova Fabula Crystallis as a multi-
pronged project covering multiple games united by a single shared
setting. The first Nova Fabula Crystallis projects announced to the
public are two Playstation 3 games, Final Fantasy XIII and Final
Fantasy Versus XIII, a mobile game, Final Fantasy Agito XIII, and an
unnamed Nintendo DS title.
The Nintendo DS version of Final Fantasy III is released to general
critical acclaim. In Japan, the game sells more than 500,000 units in
its first two days of release. Though largely a faithful remake of the
original, the new Final Fantasy III is fully polygonal and adds distinct
personalities to the game's formerly-anonymous heroes.
Final Fantasy V Advance, the Game Boy Advance remake of Final
Fantasy V, is released. In addition to a new 'Sealed Dungeon,' the
title features four additional Jobs.
2007
The Final Fantasy franchise celebrates its 20
th
anniversary. To
commemorate this milestone, Square Enix releases new ports of
Final Fantasy I and II on the Playstation Portable handheld,
incorporating the FMVs from the Origins release as well as additional
content for both games.
Final Fantasy VI Advance, the Game Boy Advance remake of Final
Fantasy VI, is released in the US. The bonus content this time
includes one new dungeon and a number of Espers taken from Final
Fantasy VIII. In addition, the updated translation undoes much of the
censorship present in the original American release, offering players
a far more faithful experience.
Revenant Wings, a direct sequel to Final Fantasy XII, is released on
the Nintendo DS. Starring a motley assortment of major and minor
characters from the original, Revenant Wings uses its predecessor's
basic gameplay as the foundation for a real-time strategy game.
Crisis Core, the fourth Final Fantasy VII spinoff, is released on the
PSP. A fast-paced action RPG acting as an effective prequel to its
parent game, Crisis Core nets both excellent reviews and
outstanding sales.
Final Fantasy Tactics: The Lion War is released on the Playstation
Portable. An enhanced port of the original Playstation game, Lion
War features two new Jobs, a multiplayer mode, and a guest
appearance by Final Fantasy XII's Balthier.
Final Fantasy Tactics A2 is released on the Nintendo DS. As the
name implies, the game is a semi-direct sequel to Final Fantasy
Tactics Advance, featuring a new cast of characters who have been
brought into Ivalice through the power of the Gran Grimoire.
Wings of the Goddess, the fourth Final Fantasy XI expansion pack,
is released. Wings once again increases the size of Vana'diel and
adds two new Jobs to the available roster: Dancer and Scholar.
Square Enix releases a fully polygonal remake of Final Fantasy IV,
incorporating subplots and elements cut from the original Super
Famicom version as well as extensive voice acting.
A sequel to Final Fantasy IV, entitled Another Moon, is put into
development for mobile platforms. Picking up almost two decades
after the original, Another Moon follows the adventures of Cecil,
Rosa, and their son.
Square Enix revisits the Crystal Chronicles series by releasing Ring
of Fates for the Nintendo DS. This game is a prequel taking place
FINAL FANTASY THE ROLEPLAYING GAME 8
during the Golden age of the world.
2008
The Crystal Chronicles series continues with My Life as a King
released via the WiiWare service of the Nintendo Wii. This game is
the first true sequel of Crystal Chronicles, and in a change of pace,
focuses on creating a new kingdom.
THE GAMES
While most of the FFRPG's intended audience is assumed to have
played at least one or more of the games in the series, not
everyone is familiar with the older and more obscure title. What
follows are spoiler-free summaries for every standalone game
referenced in this rulebook.
Final Fantasy
Shrouded in darkness, the world begins a slow and terrible rot in the
dying light of the four Crystals crops wither and die, fierce waves
ravage the oceans, and monsters spread across the sickening land.
Now, the only hope lies in the ancient legend of the Light Warriors,
passed down over millennia in the lore of Dragon, Elf and Human
alike:
When the world is in darkness, four warriors will come
Final Fantasy II
The gates of the underworld have been thrown open and the armies
of Hell roam freely once more, unleashed by the ruthless ambitions
of Emperor Palamecia. At his behest, monsters sweep across the
land, indiscriminately razing towns, murdering and enslaving their
citizens; any stirring of resistance is crushed without mercy. But
even Palamecias combined armies cannot extinguish all hope;
braving traitors and demons, a small band of heroes under the
leadership of Princess Hilda of Fynn prepares to strike back against
a seemingly-invincible foe
Final Fantasy III
For many years, the inhabitants of Ur lived in the shelter of the Wind
Crystals light, drawing on its blessings to protect them from the
predations of roaming monsters. Then the tremors struck and the
idyll shattered in an instant as the earth opened, swallowing the
Crystal whole. For a young villager caught in the cataclysm, that
fateful earthquake is only the beginning entrusted with the Wind
Crystals powers, he must now prepare to embark on the adventure
of a lifetime.
Final Fantasy IV
Flight. A distant dream for most; a strategic weapon of devastating
proportions for the Kingdom of Baron, whose elite Red Wing air
force is unmatched the world over. In more peaceful times, the Red
Wings were respected and admired in equal measure; now, this
formerly-honorable fighting force has become an aerial plague,
bombing and looting on the orders of an increasingly-erratic
monarch who covets sole possession of the world's four Crystals.
Disturbed by King Barons warlike ambitions, a band of heroes takes
a stand against the kingdoms armies only to discover Barons
motivations run deeper than they could have ever suspected.
Final Fantasy V
Through arcane machinery devised by the reclusive genius Cid
Previa, the kingdoms of Walz, Karnak, and Tycoon enjoy
unparalleled peace and prosperity. Yet the mystic Crystals, source of
their good fortune, grow weaker by the day. When Tycoons Wind
Crystal shatters, a young princess joins forces with a mismatched
group of travelers, racing to rescue the remaining Crystals before
their power is extinguished for good.
Final Fantasy Mystic Quest
Acting on orders from the sinister Dark King, four beasts steal the
Crystals of the elements, sealing up the great Focus Tower and
plunging four great lands into chaos. Now, all hope now rests with
one young warrior, chosen by prophecy to reclaim the Crystals and
save the world from darkness.
Final Fantasy VI
The War of the Magi drove a once-proud civilization into extinction;
in the aftermath, magic seemingly vanished from the face of the
earth. One thousand years later, humanity has nearly succeeded in
rebuilding itself; steam and the power of machinery once again
stand at their command.
But mastery of technology is not enough for those obsessed with
the lure of forbidden power. Already, the Empire Gestahl has
perfected the art of Magitek, a fearsome synthesis of sorcerous
energy and iron spearheading an agenda of subjugation and
conquest. Countless cities have fallen to the Imperial armies;
command of true magic would mean nothing short of world
domination for the dictator. The chance discovery of an Esper in
colliery of Narshe now threatens to make Gestahls plans for a
revival of magic a reality can another cataclysm be far off?
Final Fantasy VII
Mako: clean, efficient and seemingly limitless, it is nothing less than
the ultimate power source. With its mako monopoly, the sinister
Shinra Power Corporation is unchallenged master of the known
FINAL FANTASY THE ROLEPLAYING GAME 9
world; its reactors loom over every city and nation, supplying energy
to the farthest reaches of the globe. But there is a darker side to
the mako bonanza, a secret carefully covered up by the company:
the so-called free energy is nothing less than the Planets life force,
siphoned off bit by bit to meet the daily needs of Shinras loyal
subscribers.
Standing in the path of Shinra is the organization AVALANCHE, a
small but dedicated group of eco-warriors determined to shut down
Shinras life-draining reactors at any cost. Little do they realize that
the corporation is the least of the Planets worries...
Final Fantasy Tactics
The Fifty Year War left the once-proud realm of Ivalice nigh-on
bankrupt, crippled by famine, poverty and popular discontent yet
her troubles are only beginning. Overshadowed by religious
corruption and popular resentment towards the aristocratic families,
menaced by criminals and mercenaries, the waning health of King
Omdolia leaves only one question for commoner and noble alike:
who will inherit the throne of Ivalice?
History will come to call the ensuing struggle for succession the
Lion War. Those who have discovered the true events behind those
pitched battles and palace intrigues, however, know it by another
name entirely: the Zodiac Brave Story.
Final Fantasy VIII
The sorceresses had been a scourge throughout history; as sole
wielders of the power of magic, their reign of terror was unequaled,
their names a byword for wanton cruelty and destruction.
With the last Sorceress War at an end, their once-feared power
has become common property; para-Magic and the enigmatic
Guardian Forces have brought spellcasting to the masses. In this
new world order, the young mercenaries of SeeD stand head and
shoulders above the rest, masters of both mystic energies and
fighting arts. When the power-hungry Galbadian dictatorship
launches a bid for total domination, however, these hired swords find
themselves saddled with a role their training never could have
prepared them for world savior
Final Fantasy IX
An extended peace has brought both wealth and security to the
three great nations of Gaia a situation ripe for the plucking by
those unscrupulous enough to exploit it. For the thieves of the
Tantalus Troupe, kidnapping the young heir to the Kingdom of
Alexandria seems like the coup of a lifetime. But when the abduction
goes awry, an inexorable chain of events is set into motion; one that
will thrust the members of Tantalus into the thick of a battle to
reshape the world as they know it.
Final Fantasy X
One thousand years ago, civilization on Spira had reached its
undisputed pinnacle. Then came Sin, a monstrous scourge from
beyond the known world, laying all to waste in its wake. Today, the
tribes of Spira live in fear, besieged by the countless offspring of
that ancient menace; technology, once commonplace, is the province
of the brave few who risk Sins wrath to use it. Yet hope and
courage survive. In the midst of the desolation, seven travelers
set off on a journey across the breadth of Spira, searching for the
power which may yet free their world
Final Fantasy XI
In the 863
rd
Year of the Crystal, darkness came to Vanadiel
Supported by an army of inhuman allies, the Shadow Lord
rampaged across the world, razing and plundering all in his path.
Uniting in the face of destruction at the eleventh hour, the races of
Vanadiel waged a long and bloody campaign against the forces of
darkness, eventually driving the invaders back into the wilderness.
Twenty years have passed since that great conflict, and the nations
of San DOria, Bastok, Windurst and Jeuno enjoy a hard-won peace.
In the darkness, however, evil gathers once again; soon, a new
generation of heroes must take up the sword to protect everything
they hold dear.
Final Fantasy Tactics Advance
Long ago, before the Great Flood, legends told of a land named
Kiltia, a realm where sorcery reigned supreme and legendary
warriors battled one another for dominance in an unending war
between good and evil. For the children of sleepy St. Ivalice, these
tales offer a welcome escape from the mundanity of everyday life
until a fragment of that ancient civilization suddenly resurfaces,
turning idle fantasies into deadly reality. Trapped in a fantastic,
troubled realm by the mysterious Gran Grimoire and dogged by the
draconian Judges, young Marche Radieu now struggles to find his
way home in a world both utterly alien and strangely familiar.
Final Fantasy Crystal Chronicles
Enveloped by poisonous miasma and besieged by monsters, a world
huddles in the protective light of the crystals, the thin cocoons of
magical energy that separate villages and towns from certain death.
But the protective power of the crystals is far from unlimited; unless
regularly purified with myrrh, the water of life, they gradually begin
to lose their luster, succumbing to the deadly miasma around them.
Every year, settlements around the world mount their desperate
expeditions into venom-choked wilderness; led by the strongest and
bravest they can muster, their objective is as desperate as it is clear:
secure the myrrh, or die trying.
Final Fantasy XII
Though ages may pass on Ivalice, one thing remains constant in this
world: warfare. In an age where airships choke the skies and magic
FINAL FANTASY THE ROLEPLAYING GAME 10
stones are the foundation of civilization, Damalsca is a kingdom in
turmoil; its king dead at a traitors hands, its citizenry chafing under
the rule of the power-hungry Archadian Empire and its enigmatic
Judges. Into this troubled realm steps a small band of heroes,
thrown together by circumstance to challenge the Empire and
themselves.
Final Fantasy XIII
For many years, the flying city of Cocoon has lived in isolation,
sheltered by machine sentinels and an autocratic government bent
on preserving the status quo at any cost. But now outside forces
have invaded Cocoon, leaving its citizens face to face with the thing
they have learned to fear most: Pulse, the world beyond.
THE BASICS OF ROLEPLAYING
At first glance, roleplaying can look like a daunting hobby, thick with
seemingly arcane rules and specialized vocabulary that borders on
the impenetrable. Reduce it to its foundations, however, and
roleplaying is nothing more than a structured form of play-acting, a
collaborative storytelling process involving several participants.
Many people have summed the process of roleplaying up as a
slightly more elaborate let's pretend, and that description cuts
close to the truth roleplaying merely adds the rules and
restrictions needed prevent things from getting out of hand, as well
as a designated 'moderator' to enforce them: the Gamemaster.
THE GAMEMASTER
Traditionally, your passport to Final Fantasy comes in the form of a
cartridge, CD-ROM, or DVD. In the FFRPG, however, it is the
Gamemaster (GM) who unspools the epic saga, acting as both
referee and storyteller. As a storyteller it is their responsibility to
create the quests and storylines the players become embroiled in,
take on the roles of Non-Player Characters (NPCs) the people and
monsters the adventurers encounter in their travels and act as
the players' eyes and ears within the game, describing the scenery
and situations. As a referee, the GM enforces the rules, sets out the
challenges, and keeps the players on task to ensure each session
runs as smoothly as possible.
Both responsibilities take patience and dedication. For first-time
GMs, the challenges posed by the job can be daunting even at the
best of times. With this in mind, Chapter 10 is filled with advice and
ideas for Gamemasters of all stripes; regardless of actual
experience, any GM can benefit from the information it contains.
THE PLAYERS
Players in the FFRPG step into the shoes of a character with a
unique background, personality, skills and powers. These
protagonists are known as the Player Characters (PC), and
ultimately shape the story by virtue of their actions and decisions.
There are some crucial differences between video game and
tabletop play, however; each player generally only controls one
character, rather than an entire party. As a result, most adventures
will see several players cooperating with each other under the GMs
guidance, trying to attain a common goal or objective.
Secondly, though some GMs may prefer to give their players pre-
designed characters, the vast majority of PCs are created by the
players themselves; appearance, history and profession are all left
to the individual imagination. Chapter 2 guides players through the
process of assembling a character, and offers a starting place from
which to explore the rest of this book.
PLAYING THE GAME
The GM will typically begin a session by placing the characters in a
situation (You are standing at the gates of Castle Corneria) to
which the players then react via their characters (Food the White
Mage is going to walk up to the gates and ask the guards for
permission to pass.) in whatever manner they deem appropriate.
The GM then tells the players the outcome of their actions (They
look at you suspiciously and tell you that nobody is allowed on the
castle grounds.), allowing the players to make new decisions
(Foodll draw his staff and glare threateningly.) based on the
outcome. Should a situation arise where the characters physical or
mental capabilities are challenged (The guards draw their swords
and attack!), said challenge uses dice to determine success or
failure. The dice add a random element to the game which
represents the vagaries of fate, and offers a basis for task
resolution which avoids the usual pitfalls (Food kills the guard with
his staff. No, he doesnt. Yes, he does.) found in these kinds of
narrative exercises.
As a taster, the example below gives a more detailed idea of what
a typical session entails. Dont worry if some of the procedures
involved seem to be unclear or confusing Chapter 1 introduces the
basic rules of the FFRPG in detail, inclusive of everything referred to
in this example.
? An FFRPG Session (1)
We join a game already in progress; this particular group consists
of the GM, Rodger; the Engineer Hiro, played by Rob, the Dark
Knight Haze, played by M, and the Dancer Mint, played by Blair.
Over the course of several games, this motley group has found
common ground in battling the machinations of the mysterious
villain Deathsight, whose henchmen are in the process of raising
crystalline monoliths across the world. Supported by a loose
alliance of towns and kingdoms, they have begun assembling the
components needed to reactivate the ancient airship Excelsior, and
now need only the Skystone capable of raising the vessel into the
skies.
The trail leads them to a mountain cavern known as the Wind
Cave...
FINAL FANTASY THE ROLEPLAYING GAME 11
? An FFRPG Session (2)
Rodger (GM): The initial ascent is everything Cid promised, and
worse; the mountainside along the trail is littered with fissures,
cracks and openings where the wind gushes forth in regular blasts,
shooting a hail of rocks at anything in the vicinity. Unsurprisingly,
the entire area is craggy and desolate; whatever vegetation might
have once grown here has since been stripped away by the
frequent gales. Even the pock-marked rock looks wind-blown,
curving outwards here and there as if worn away over the course
of many years.
Rob (Hiro): If you ask me, our best course of action is just to avoid
the fissures altogether. I don't really feel like getting smacked
around by rocks before we even get to the cave.
Blair (Mint): Fine by me. We're a little short on healing, anyway.
M (Haze): All right, Rodger. We're breaking out the climbing gear
and scaling our own path where the wind is at its weakest
somewhere nice and far away from the worst of those cracks.
Rodger: Let's see some rolls.
Rob: (rolling) 24.
Blair: (rolling) 30.
M: (rolling) 42.
Rodger: The ropes creak as you begin to make your way up the
rock face, taking advantage of the infrequent ledges to duck and
avoid the periodic blasts of rock debris as they clatter down the
mountainside. The ascent takes a little over fifteen minutes; by the
time you haul yourselves over the final cliff and onto the cave
entrance, you're pleasantly winded but thankfully injury-free.
Rob: Well, that could have been worse.
Blair: Mint groans. Too much exercise before teatime... Shouldn't
have had that extra parfait.
M: What are we looking at, then?
Rodger: The opening into the Wind Cave is just large enough to
admit a single human, a narrow passage that quickly disappears
into murk and gloom. Worn carvings along the rock hint at ancient
history with just the slightest tinge of Things Best Left Untouched;
a few of the glyphs look vaguely familiar, and far from welcoming.
M: Last chance to turn back.
Rob: Hiro adjusts his ammo belts. Not happening. Keep your
weapons where you can reach 'em I've got a bad feeling about
this one.
ADVENTURES AND CAMPAIGNS
There are two basic ways to play the FFRPG as a one-off
adventure, or as a long-term campaign. Adventures offer a quick
and easy starting point for newcomers, generally following the
characters over one or more play sessions as they try to fulfill an
objective set by the GM. Depending on the circumstances, this can
range from rescuing a captive princess to sabotaging a monolithic
war machine bent on destroying the heroes hometown; goals the
heroes have at least some direct stake in, even if their interests may
only be financial or moral. When said objective has been fulfilled, the
adventure ends, and the heroes can claim their undoubtedly hard-
earned rewards.
A campaign, on the other hand, is a large-scale narrative tracking
the characters over an ongoing series of concurrent adventures.
Where adventures are clear-cut, in campaigns the characters long-
term objectives may be nebulous and ever-shifting as friends turn to
foes and the hitherto-ultimate evil is revealed as nothing more than
a stepping-stone to an even more sinister foe. As might be
expected, the Final Fantasy games are classic examples of play in
campaign mode, using a strong storyline to tie together dozens of
smaller adventures and sub-quests.
As with most GM-related concerns, more detailed advice on
running the FFRPG in both of these formats can be found in
Chapter 9.
CHAPTER GLOSSARY
Like most role-playing systems, the FFRPG has its own terminology.
To help speed up the learning process, every chapter ends with a
glossary recapping the most important terms and concepts
introduced over the course of that chapter. A full glossary and index
will be provided at the end of the book.

Adventure. One-off quests or series of events with a fixed goal.
Campaign. A continuous narrative built up from interlinking
adventures.
Gamemaster (GM). 'Leader of the game. Sets challenges and
details the world.
Non-Player Character (NPC). Any character whose actions are
controlled by the GM rather than the players.
Optional Rule. Rules designed to be used at a GMs discretion.
Player Character (PC). Any character whose actions are controlled
by one of the players.
FINAL FANTASY THE ROLEPLAYING GAME 12
I
__________________
PLAYGUIDE

Keep your wits about you and


you'll make it.
Basch fon Ronsenberg
FINAL FANTASY XII
The following section offers an overview of the basic mechanics of
the FFRPG, and includes many important concepts and game terms.
Although some of these explanations may be familiar to experienced
roleplayers, much of the information presented here will be
expanded on in the remainder of the Core Rulebook. As a result, it is
recommended that you familiarise yourself with this material before
moving on.
DICE
Like most pen-and-paper RPGs, polyhedral dice are an indispensable
part of the FFRPG experience, determining everything from how
much damage a Flare Spell inflicts to whether or not a merchant
happens to have Eye Drops in stock. This rulebook abbreviates all
dice rolls as d[number of sides]; thus a 10-sided die would be
called a 'd10', whilst a 6-sided die would be a 'd6'. A number before
the 'd' indicates that more than one die is used. '2d10' simply
means two ten-sided dice are rolled and their totals are added
together. A number after the type of die, like 'd6+2', means that
that number is added to the result of the roll. If the d6 comes up as
a 5, for example, the total score would be 7.
Playing the FFRPG will require five d6, five d8, five d10 and five
d12. Most in-game situations are generally resolved with a pair of
d10; the others are mainly used for determining damage in combat
and calculating character gains as the players advance.
Percentile Rolls
The vast majority of dice rolls in the FFRPG will be Percentile Rolls. In
a Percentile Roll, the player generates a number between 1 and 100
by rolling two different-colored d10, nominating one color as a
'called die' before making the throw. The result of the 'called die'
becomes the tens digit, the other die forms the ones digit. A result
of 9 and 3, for example, would be 93; 7 and 0, 70; 0 and 4, 4. 0
and 0 always equal 100. This combination of dice is called percentile
dice, or d% for short. The player's aim generally is to roll equal to or
under a target number called the Chance of Success (CoS) -- the
harder the task is, the lower the CoS will be. If they manage to match
or beat the CoS, the roll is considered a success; otherwise, it is a
failure.
BOTCHES AND CRITICAL SUCCESSES
Whenever a Percentile Roll is made, there is a chance that the result
will either come up as 95 to 100 (0 and 0) or as a number between
10 (1 and 0) and 1 (0 and 1). These results are called Botches and
Critical Successes, respectively in game terms, this means that a
character not only passes or fails, but does so in an unusually
spectacular fashion. For example, if a character attending a noble
ball rolls a Critical Success for Etiquette, he might impress the
attending worthies enough to get a few useful favors on the side; a
Botch, however, could easily escalate into an honor duel as he
mistakes a well-dressed Duke for a waiter! The exact effects of a
Botch or Critical Success rest on both the circumstances involved
and the imagination of the GM, but should be kept within reason
one roll shouldn't maim a character for life or make them heir to the
world's largest kingdom.
! The Rule of 10
While modifiers can reduce a CoS to 0 or lower, a character
will always succeed on a roll of 10 or less. This is called the
Rule of 10. A successful roll made under the Rule of 10 is not
treated as a Critical Success or Critical Hit, as described in
Chapter 7 but simply a skin-of-our-teeth miracle where the
character succeeds against all odds. Note that the Rule of 10
will not apply to situations where the GM explicitly states that
what the character is attempting is impossible no amount of
good rolling will allow a player to, say, pick up and throw a
castle at the nearest monster.
STATISTICS
The FFRPG uses a number of statistics stats for short to
measure the abilities of a given character. There are two types of
stats in the FFRPG: Attributes and Combat Statistics. Both are
covered in more detail below.
Attributes
Attributes represent a character's physical and mental prowess, and
indicate their capabilities in and out of combat. FFRPG characters
have a total of six Attributes:
Strength (STR) reflects overall vigor and muscle mass, and is a
key factor in determining how much damage melee weapons such as
Swords inflict in the characters hands.
FINAL FANTASY THE ROLEPLAYING GAME 13
Vitality (VIT) represents endurance and general stamina.
Characters with higher Vitality are naturally more resistant to
physical damage, disease, and fatigue.
Agility (AGI) measures physical dexterity and hand-eye
coordination, as well as factoring into damage caused by ballistic
weapons such as Crossbows. Overall weapon accuracy is also
determined by Agility.
Speed (SPD) is a measure of a character's quickness in terms of
both physical speed and pure reaction time.
Magic (MAG) is an indication of the characters mastery over
bodily energy (chi), magical energy (mana), and the forces of the
elements. In game terms, it mainly affects the effectiveness of Spells
and Abilities.
Spirit (SPR) represents a mixture of bloody-minded determination
and mental strength. Characters with higher Spirit are naturally more
resistant to magical damage as well as other adverse effects.
Each Attribute has a numerical value ranging from 1 to 30. The
higher this value is, the better the characters abilities in that
particular category will be. An Attribute's actual value is mainly used
for things like damage calculations. When a character wants to just
exercise raw muscle, speed, or brainpower, they use a second rating
called an Attribute Rating, which ranges from 13 to 100. These will
be explained in greater detail later in this chapter.
Combat Statistics
As their name suggests, Combat Statistics gauge a character's
performance in battle, including her ability to deal and receive
damage. Depending on their profession, FFRPG characters will have
seven to eleven of the following Combat Statistics:
Hit Points (HP): A reflection of the character's general physical
condition. Damage done to a character is subtracted from their Hit
Points; if their HP is ever reduced to 0, they fall unconscious on the
spot.
Magic Points (MP): Magic Points represent a character's reservoir
of spellcasting energy. Use of Spells and other magical powers
reduces a character's MP.
Evasion (EVA): The character's affinity for reflexively dodging or
parrying incoming physical attacks.
Accuracy (ACC): The base likelihood of a character being able to
land a blow with a conventional weapon.
Dexterity (DEX): Measures the accuracy of a character's Agility-
based special attacks. Not every character needs to calculate this
value.
Armor (ARM): A sum of the character's protection against physical
attack. The higher the rating, the less damage they will suffer.
Magic Evasion (M. EVA): The character's natural resistance to
harmful magical energies.
Magic Accuracy (M. ACC): The characters spellcasting ability. Used
to measure the effectiveness of magic and magical effects.
Mind (MND): Measures the accuracy of Magic-based special
attacks. Not every character needs to calculate this value.
Magic Armor (M. ARM): The characters protection against magical
attacks. The higher the rating, the less damage they will suffer.
Expertise (EXP): For professions like the Thief and Bard, this
Combat Statistic measures character's proficiency with their
profession's defining Skill.
What separates Combat Statistics from Attributes is the way they are
used during the course of play. Most Combat Statistics cannot be
directly used to carry out tasks; they are used reactively, rather than
proactively.
SKILLS
Skills represent a character's ability to do certain things. In this
case, 'things' range from mundane actions like cooking a meal or
swinging a sword to more complex ones, like brewing a potion or
successfully helming an airship. A characters proficiency in a Skill is
measured with a rating from 1 to 100; the higher this Skill Rating is,
the more adept the character will be in that particular Skill. The
relationship between Skill Rating and proficiency breaks down
roughly as follows:
Skill Rating Character's Proficiency Level
1-19 Untrained
20-30 Novice
31-50 Intermediate
51-70 Advanced
71-90 Expert
91-100 Master
Depending on its applications, a Skill will belong to one of eight
groups: Artistic, General, Scholastic, Social, Technical, Thievery,
Weapons, or Wilderness. Technical Skills, for instance, focus heavily
on crafting and manufacturing, while Thievery Skills on deceit and
subterfuge. Skills and their categories are discussed in more detail in
Chapter Five.
TASK CHECKS
During the course of the game, situations may arise where a
character wants or needs to use an Attribute or Skill to perform a
task. With Skills, the range of tasks each Skill is used for should be
relatively self-explanatory. For Attributes, sample tasks include:
Strength: Lifting heavy objects, grappling, arm wrestling, pushing
or pulling loads.
Vitality: Resisting diseases or poison, fighting fatigue, ignoring the
effects of serious wounds or exhaustion.
Agility: Catching items, dodging traps, performing sleight-of-hand
tricks.
Speed: Running, jumping, intercepting characters or items.
Magic: Remembering information, figuring out a logic puzzle,
analysing a situation.
Spirit: Influencing others, resisting mental torture or insanity.
FINAL FANTASY THE ROLEPLAYING GAME 14
Now I know why I have
these stupid muscles!
Sabin Roni Figaro
FINAL FANTASY VI
To find out whether the character fails or succeeds, the GM must first
decide how difficult the task is. In the FFRPG, task difficulty is
represented by a Conditional Modifier ranging from +80 to -80.
Table 1-1 below shows how task difficulty lines up with the
Conditional Modifiers.
Table 1-1: Conditional Modifiers
TASK DIFFICULTY CONDITIONAL MODIFIER
Elementary +80
Easy +40
Average +20
Problematic 0
Challenging -20
Formidable -40
Heroic -60
Impossible -80
When the GM assigns a Conditional Modifier, he should take into
account the basic difficulty of the task as well as the circumstances
under which it is undertaken. Climbing a mountain in pleasant
summer weather, for instance, is a lot easier than attempting to scale
the same mountain in the pouring rain with no equipment.
Once chosen, the Conditional Modifier is added to the characters
relevant Skill or Attribute Rating. If the total is 100 or higher, the
character succeeds automatically. If it is less than 100, a Task Check
is required. In a Task Check, a character rolls a d%; the CoS is equal
to the Rating of Skill or Attribute being assessed plus the Conditional
Modifier. Rolling equal to or under this modified Rating means the
Task Check is successful; rolling over means it fails.
? Task Checks In Action (1)
Resolved and determined, our small band of heroes presses
forward into the Wind Cave.
Rodger (GM): The howling picks up in intensity as you make
your way through the cave mouth. The little light streaming in
through the cracks in the ceiling illuminates a yawning,
seemingly bottomless crevice, spanned by a narrow walkway of
wooden planks and rope. There's no telling how old the bridge
is; the timbers have splintered in places, and the whole
wobbling construction creaks precariously every time the wind
gains strength.
Rob (Hiro): Great. One wrong move, and we're goners.
M (Haze): We've got rope. We can at least lash ourselves
together.
? Task Checks In Action (2)
Rob: I'm going to wait and see what happens. Is there a
specific pattern to the way the wind is blowing? Any way we can
predict when the next big gust is going to hit?
Rob's character, Hiro, has Awareness at a Rating of 50.
Rodger decides that the steady ebb and flow of wind in the
cave is elementary to spot, giving the task a Conditional
Modifier of +80. As this leaves Hiro with a modified CoS of
130, a Task Check will not be required.
Rodger: Once you time it out, it seems to be about two minutes
in between major gusts.
Blair (Mint): That's not a lot of time.
Rob: We can try running.
M: That kind of rules out the rope.
Rob: If we get caught up in a gale, the rope won't help much
anyway. Let's do it.
As the time pressure is the main obstacle, Rodger decides that
the most appropriate rating for this task is Speed. As long as
the wind isn't blowing, the rickety nature of the bridge isn't a
problem; the two-minute window is enough time to get across,
producing a Conditional Modifier of +40. Haze and Mint both
have Attribute Ratings of 34 in Speed; Hiro's is 25. Adding the
Conditional Modifier doesn't leave any of the three with a CoS
of 100 or higher Task Checks are needed.
Rodger: Rolls against Speed, please.
Blair: (rolling) 40.
Rob: (rolling) D'oh. 62.
M: (rolling) 29.
All three rolls are underneath the Task Check's CoS the
party makes it across in one piece.
Rodger: The walkway sways and rocks under your feet as you
rush across, narrowly avoiding the next blast of wind. Ahead
lies a pair of heavy stone doors, lit by flickering torchlight...
For complex tasks, a GM can require a player to make two or more
successful Task Checks in order to succeed. If so, Conditional
Modifiers should be reduced to compensate for the need for multiple
successes.
Other situations may require successful Task Checks from multiple
characters. For instance, if a party is attempting to defend itself
from trumped-up criminal charges, each member may be required to
make a Negotiation roll to convince the jury of the partys innocence
during their respective testimonies. The final verdict then weighs the
sum of successes and failures among the defendants. Generally, if a
single successful character can easily assist or act for others, only
one person needs to roll a Task Check. If such assistance is
impossible, everyone should have to roll.
FINAL FANTASY THE ROLEPLAYING GAME 15
THE PRICE OF FAILURE
What happens when a character fouls up a Task Check? Here, GM
discretion applies; obviously, not every failed Task Check can be
retaken, particularly if the original roll was Botched. If the failure
places the character in a markedly worse situation, the Conditional
Modifier may also be increased.
Another consideration is the amount of time the character loses
through failure. Under some circumstances, the wasted time will
preclude another roll; a Lockpicking roll involving ten minutes worth
of effort is more easily re-taken than an Inquiry roll covering a days
worth of investigations.
Opposed Task Checks
Opposed Task Checks come into play when two or more characters
attempt to use Skill or Attribute Ratings against each other. In some
circumstances, the Ratings may be identical; for instance, a group of
card sharps using their Gambling Skills to compete for a 10,000-Gil
pot in a high-stakes Blackjack game. In other situations, the
opposed Skills may be different ones, but still work against each
other. An example of this would be an unusually perceptive Imperial
Captains Awareness being pitted against the Acting of the unlucky
resistance members trying to convince him that they're really
emissaries from the Emperor himself.
I gotta watch to make sure you
dont pull nothin.
Barret Wallace
FINAL FANTASY VII
The procedure used for Opposed Task Checks is identical to that
used by regular Task Checks. A Conditional Modifier is assigned and
added to the relevant rating to determine the CoS; this may be
universal or individually determined for each party involved. Once all
participants have a CoS, they roll their d%s at the same time every
party involved must roll, even if their CoS is 100 or higher. Whoever
scores the farthest below the modified CoS for their Task Check wins
a roll of 26 against a CoS of 40 always beats a roll of 22 against
a CoS of 30, despite being the higher roll.
A Botch or failure will automatically remove a participant from the
contest, unless all other participants Botch or fail as well; in this
case, the status quo is maintained and both sides roll again unless
one party gives up. Similarly, a Critical Success automatically wins the
contest unless other participants also score a Critical Success. In this
case, the lowest roll again determines the winner.
? Opposed Task Checks In Action (1)
Further inside the cave, our heroes encounter a small problem.
Rodger (GM): The passage slopes down to form a gentle incline
thirty meters ahead, opening into another cavern. Sunlight streams
in through a jagged hole in the ceiling here; exactly enough
illumination for you to see exactly where the steady, persistent wind
in the caves is coming from.
Rodger: Most of the open space is occupied by a strange toadlike
creature crouched in the center of the cavern, apparently dozing;
as it snores away, an iridescent sac below its chin inflates and
deflates, sending powerful air currents whirling through the
chamber. At this distance, exact dimensions are hard to come by,
but the beast must be at least six or seven meters tall; its golden
skin is studded with fragments of horn and bone, each easily the
size of a short sword.
Blair (Mint): Wow. Mint's backing away very, very quickly. Oh,
grossness! No way am I getting near that thing!
M (Haze): Haze frowns, sliding his sword out of its scabbard. No
other way to the altar. We need to get through here.
Rob (Hiro): So it's asleep?
Rodger: Certainly looks that way.
Rob: Maybe we can sneak past without waking it and provoking a
fight. All we need to do is keep quiet.
Blair: Do we have to? That monster gives me the creeps!
M: He's right. We can't turn back now. I'll take the lead here.
Stealth, I'm assuming?
Rodger: Yep. Give me some rolls.
As the test actively pits the monsters Awareness against the
party's Stealth, the sneaking attempt will be resolved with an
Opposed Task Check. The creature has an Awareness of 40, but
Rodger applies a Conditional Modifier of -20 for being asleep,
giving it a final CoS of 20. Haze and Mint both have Stealth at 40,
while Hiro has it at 20. However, sneaking by a sleeping target is
easier than trying to avoid an awake and alert one, giving them
Conditional Modifiers of +40.
Rob: (rolling) OK, I got a 61.
M: (rolling) 50 here.
Blair: (rolling) 12!
Rodger rolls in secret, coming up with a 32. M and Blair roll under
their CoSes by 30 and 68 respectively, while Rob fails his roll.
Rodger: Taking care not to disturb any loose rocks, you carefully
edge around the monster with Haze up front. Both Haze and Mint
manage to reach the other side of the cavern with little trouble, but
Hiro is barely halfway home free when his boot slips on a pebble,
sending it skittering. The wind suddenly ceases; you can hear a
muffled snort from the monster as it shakes its body.
Rob: D'oh. Hiro's going to stay nice and still and hope for the
best.
FINAL FANTASY THE ROLEPLAYING GAME 16
? Opposed Task Checks In Action (2)
Rob: D'oh. Hiro's going to stay nice and still and hope for the best.
Rodger: Fortunately, the creature doesn't seem to have have
noticed you. Seconds later, it's asleep again, sending a fresh gust
whistling through the rocks.
The two failed rolls produced a stalemate Hiro is still not safe,
but hasn't been discovered yet. This doesn't change the
Conditional Modifiers, so any rerolls will have the same CoS.
Rob: Retry?
Rob: (rolling) 38.
Rodger: Go for it.
Rodger rolls in secret again, coming up with a 40 another
failure.
Rodger: Once you're sure the beast is well and truly out, you begin
creeping to safety. Fortunately, the second attempt is more
successful; the monster doesn't stir again, leaving you free to
reach the tunnels beyond.
SCENES
In the FFRPG, most in-game action is divided into Scenes, abstract
units of time capable of encompassing a wide range of events and
developments. An Engineer going out on the town in search of
replacement parts, a confrontation between a Paladin and his Dark
Knight rival, a terse exploration of a poorly-lit dungeon level all of
these are Scenes that can blossom into full-fledged adventures or
serve as events in an ongoing one.
Every Scene can be further broken down into three distinctive
Phases Initiative, Action and Status although these Phases tend
to stay behind the curtain during play and are only brought up if
specifically needed. A Scene ends with a change of location or a
significant passage of time at least fifteen minutes, if not more.
Initiative Phase
If the timing of actions is important in a scene for instance, if one
of the heroes is rushing to catch a falling portcullis or leap on board
a departing airship before it can clear the docks the Scene begins
with an Initiative Phase. During the Initiative Phase, anybody involved
in the scene PC, NPC, or otherwise rolls a d10 and adds the
result to their SPD Attribute. The total of this is called the Initiative,
and determines how far into the Scene they will act. Its easiest to
visualise the order of Initiative as a timer, starting at the highest
Initiative and ticking down towards 0. When it reaches the lowest
Initiative or 0, whichever comes first the Scene is over. Once all
Initiatives have been generated, the Initiative Phase ends; the Scene
moves into the Action Phase.
Where the timing of inanimate objects or other events becomes
important as in the examples given above the GM assigns a
fixed Initiative (The floorboards will collapse on Initiative Count
14.) to the event in question.
Action Phase
The Action Phase is divided into a number of turns.' This is the
space of time during which individual participants carry out Actions,
usually in the form of Task Checks. If Initiatives were generated,
turns are conducted in Initiative order, with the highest-scoring
participant declaring the first action (Haze takes a flying leap
across the ravine!) and others following. Otherwise, participants
decide among themselves who takes the lead and who follows.
During their respective turns, participants may make one or more
Actions, depending on the circumstances. If several sets of Actions
are required from the participants, generate Initiative again as
needed. After all Action has been resolved, move into the Status
Phase.
Status Phase
The Status Phase is the cleanup portion of the Scene. Here,
characters can decide their next destination and course of action,
provided they have a say in the matter. As the name implies, this is
also the space of time during which Status Conditions special
effects inflicted on a character as a result of spells or attacks
come into play. Status Conditions can be beneficial, as is the case
with Haste, which increases a characters reaction speed. However,
many are harmful, like Poison, which decreases a characters Hit
Points over time. Both categories of Status Condition are discussed
in more detail in Chapter 7.
TIMING STATUS CONDITIONS
Most Status Conditions only have a limited duration, particularly
those that inflict a crippling or advantageous status on the target.
These durations called Timers are always listed in bolded
parentheses after the effect in question; the phrase inflicting the
Status Condition Sleep (6), for instance, has a Timer of 6. Most
Status Conditions have Timers of 2, 4, or 6. Alternately, if a ()
appears, the effect has an unlimited Timer.
Once all action has been resolved and the Scene ends, the effects
of Status Conditions are resolved and their Timers decreased
according to amount of time elapsed between the start of the Scene
and the start of the next scene. Chapter 9 discusses this process in
more detail. Players also may be given the opportunity to treat
Status Conditions and other injuries during the Status Phase,
depending on the GMs personal preferences.
FINAL FANTASY THE ROLEPLAYING GAME 17
? Scenes in Action
Some time later, the party arrives at the altar. Unfortunately,
their troubles are far from over...
Rodger (GM): As you reach for the Skystone, you can feel a
tremor shake the cave; dust spills down from the ceiling and
small rocks topple to the ground as vibrations begin to spread
through the chamber, growing in intensity.
Blair (Mint): Mint brushes herself off. Uh, guys? Maybe we
should... put the stone back?
Rob (Hiro): Can't. Without that rock, the Excelsior is never
getting off the ground.
Rodger: At that moment, a large boulder crashes down,
narrowly missing you as it reduces the altar to a fine dust. The
shaking's getting worse by the second; cracks are beginning
to form in the ceiling.
M: Might I advance another suggestion? It's called run.
Rodger: Give me Intiative rolls.
M: (rolling) 12.
Blair: (rolling) 11.
Rob: (rolling) 7.
Rodger: Ceiling comes down at 10. M, what's your action?
M: Haze is going to grab Hiro and pull him out of the way
before the whole ceiling comes down. Then we run.
Blair: Mint's going to hustle on after them.
Rodger: You get clear of the chamber just as a cart-sized
fragment of rock breaks loose from the ceiling, blocking the
entrance for good. But there's plenty more to worry about
fissures are spreading in the floor, and fast...
CLASSES AND JOBS
In the FFRPG, every character belongs to a Class that determines
their basic abilities Warriors can master a variety of different
fighting techniques, Experts use their natural ingenuity to build
steam-powered armor, compose deadly melodies or mix potions,
Mages harness the natural power of magic, and Adepts sling spells
and swing swords with equal aplomb.
Each of these four Classes is further specialised by a number of
subclasses, or Jobs, which branch out from these basic archetypes
into a number of unique directions. Mage Jobs, for instance, include
Black Mages fearsome users of destructive elemental energies
as well as White Mages, healers and protectors capable of
unleashing divine powers upon their enemies. Warriors, on the other
hand, count among their number the resilient bare-knuckle fighter
known as the Monk as well as the spear-wielding, gravity-defying
Dragoon.
Abilities
Each Job is distinguished from others in its respective Class by a
unique pool of talents, collectively called Abilities. These range from
the capacity to cast White or Black Magic to being able to unleash
devastating attacks like Aura Cannon or Black Sky upon a hapless
opponent. All Jobs start with at least one Ability; as they advance in
their adventuring careers, more will become available. The package
of Abilities that each character accesses through their choice of Job
is known as an Ability Set, and plays an important role in the
characters long-term development.
ABILITY TYPES
All Abilities in the FFRPG are divided into one of five categories
Fast, Slow, Reaction, Support, and Magic.
As their name implies, Fast Abilities take effect immediately; they
need no charge-up time to use, but tend to be less powerful as a
result. The Ninjas Throw is one such Ability.
Slow Abilities on the other hand require a certain amount of
preparation before they can be used; this charging up is
represented by a Charge Time listed in bolded parentheses. Slow
(4), for instance, means this Slow Ability has a Charge Time of 4.
Though more time-consuming than Fast Abilities, they are generally
more powerful; the Fighters Finishing Touch is one good example.
Charge Times and the effects they have on combat are discussed in
more detail in Chapter Seven.
Reaction Abilities present a special case in that they are not used
voluntarily by the character, but trigger automatically under certain
conditions. An example of this is the Monk Ability Counter, which can
only be used if and when an Attack is made against the Monk.
Abilities of this kind usually have a limited CoS.
? Reactions vs. Reactions
Under certain circumstances, it is possible for a Reaction
Ability to fulfill the conditions needed to trigger another
Reaction. However, a Reaction Ability cannot be activated by
another Reaction Ability if the two share the same trigger
Physical damage, a successful Spell being cast even if the
prerequisite conditions for triggering are met.
Support Abilities are always in effect regardless of what the
character is doing, and do not require Actions to use. An example of
this is the Ninja Ability Dual Wield, which allows the Ninja to wield two
weapons without penalty at any time.
Finally, Magic Abilities involve mystical and spellcasting energies.
Spells which consume Magic Points (MP) with each use are the
most commonly-encountered; other effects may not require MP to
use, but still draw on the forces of magic. The Divine Ruination
attack utilised by the Paladin is one example of a Magic Ability.
TARGET
Almost all Abilities and Spells, by extension have a limited area
of effect, expressed in terms of a Target. There are five basic types
of target:
Self, as the name implies, means the effect applies only to the
character using it.
Single means the character can select one target from all eligible
FINAL FANTASY THE ROLEPLAYING GAME 18
combatants to affect.
Group means the character can select a formation of opponents
to affect or turn the results onto themselves and their allies.
Party means the effect affects the character as well as all allies in
their immediate vicinity, though in some cases the character using
the Ability may be exempt. If this is the case, it will be noted in its
description.
All doesnt leave much choice it simply targets everybody, friend
or foe. Whether this is an advantage or disadvantage depends
entirely on the situation.
Targeting is discussed in greater depth in Chapter 7.
? Abilities in Action
Continuing their flight from the Wind Cave, the party runs into
more problems.
Rodger (GM): A large fragment of rock is blocking the way
forward too large to shift by hand. Overhead, pebbles
continue to shower down. The ceiling's not going to hold much
longer.
M (Haze): Haze takes a breath, makes sure his hairs in place,
then draws his sword. Allow me. Rodger, Im going to use
Darkside to shatter that boulder. Any serious problems with
that?
Rodger: Dont think so. Just a sec.
Rodger quickly checks the Abilitys description. Darkside is
Target: Single and Fast, meaning it takes effect instantly. The
Ability itself allows Haze to inflict +100% Shadow Elemental
damage on his target of choosing in this case, the rock in
exchange for 25% of his Hit Points.
Rodger: Youre good.
M: Forces of night, lend your strength Darkside!
Rodger: Black energy crashes into the rock, neatly breaking it
in two. The two halves roll aside, giving you access to the
passage beyond...
CHANCE OF SUCCESS
Not every Ability and Spell will go off automatically; as with many
other things in the FFRPG, certain Abilities may also have a CoS,
usually listed in the Abilitys description. Reactions are the most
common Abilities to carry this limitation, but CoS is also found on
techniques that inflict a Status Condition or instantly destroy the
target. The basic CoS formula usually takes the form of (Base CoS +
Modifier), Evasion or M. Evasion, with the latter showing which
Combat Statistic guards against the effect. The formula (M. ACC -
50), M. Evasion, for instance, indicates that the final CoS is further
modified by subtracting the targets M. EVA value from the d% roll.
! Flat CoS
Sometimes, a CoS is not expressed as a formula or Statistic,
but simply as a number, usually '30%' or '60%.' In game
terms, this is known as a Flat CoS. A Flat CoS is not modified
by anything, positive or negative; an effect with a Flat CoS of
60% will always work on a roll of 60 or lower.
PERCENTAGES
Some effects in the FFRPG are given in terms of a bolded
percentage, such as hits for +25% damage or is at -25%. The
Ability itself will explain what is being modified; damage alone just
indicates the damage done by a basic Attack Action with whatever
Weapon the character has equipped at the time.
Due to large number of possible modifiers, multiple percentages
may apply to the same effect. If so, these percentages always will be
added together before being applied.
? Percentage Calculations
All percentages in the FFRPG are given in increments of 25%.
This allows for easier computations, and reduces the amount
of number-juggling required. The following steps can derive
the most commonly-used percentages without calculator
assistance:
25% - Halve the number in question, then halve it again.
50% - Halve the number in question.
75% - Calculate 25% and 50%, then add them together.
125% - Calculate 25%, then add it to the number in question.
150% - Calculate 50%, then add it to the number in question.
175% - Calculate 75%, then add it to the number in question.
200% - Double the number in question.
300% - Triple the number in question.
When doing these calculations, remember to always round
down.
COMBAT
Combat is an integral part of the FFRPG and the Final Fantasy
universe in general. Battles are treated as special Scenes, divided
into a smaller number of sequences called Rounds that contain their
own Initiative, Action, and Status Phases. Chapter 7 introduces the
individual activities of battle in more detail.
Doing Damage
The aim of a battle is to inflict as much hurt on one's opponents as
possible. Basic Attacks and offensive Abilities generally follow the
same template. Most have a limited chance of hitting an opponent,
requiring characters to make a Percentile Roll against their Skills
usually Weapon Skills or a pre-determined CoS, further modified by
subtracting either the targets Evasion or M. Evasion. Successful hits
reduce an opponents HP or MP, though this damage will usually be
FINAL FANTASY THE ROLEPLAYING GAME 19
adjusted by ARM or M. ARM.
DAMAGE CODES
Every attack has its own distinct damage code,' expressed in terms
of a Damage Scale (DS) and a Damage Die. An attack with a damage
code of (3 x STR) + d10, for instance, is said to have a Damage
Scale of 3 and a Damage Die of d10.
To find out how much damage the attack inflicts, multiply the
Damage Scale by the Attribute in question in this case, Strength
and then roll the Damage Die, adding the result to the total. That
final number is the basic damage inflicted by the Attack. For a
speedier resolution, it helps to precalculate the damage code prior
to combat.
DAMAGE TYPES
At the most basic level, attacks in the FFRPG can be described as
being either Physical or Magical. Physical attacks usually use the
characters STR or AGI Attributes to resolve damage. All Physical
damage is modified by the targets ARM rating, and is guarded
against by EVA. Magical attacks, meanwhile, generally use the
characters MAG Attribute to resolve damage. All Magical damage is
modified by the targets M. ARM rating, and guarded against by M.
EVA. To make things more complex, both of these damage types can
also be Elemental.
Elemental damage is tied to one of the nine Combat Elements
Earth, Fire, Air, Water, Lightning, Ice, Bio, Holy, and Shadow and
may affect the target differently as a result. Holy attacks, for
instance, burn particularly fiercely against demons and creatures of
darkness; Ice magic, on the other hand, delivers crippling blows
against monsters born of fire. In game terms, such special
properties are represented by combatants Weaknesses,
Resistances, Immunities, and Absorbances.
If a combatant possesses a Weakness (W) towards a particular
Element, all attacks doing damage of that Element inflict +50%
damage before modifying for ARM or M. ARM.
On the other hand, a Resistance (R) towards a particular Element
means attacks of that Element do -50% damage before modifying
for ARM or M. ARM.
Immunity (I) means exactly that: all damage of that Element is
reduced to 0, regardless of the actual damage dealt.
Finally, Absorbance (A) means that attacks of that particular
Element actually recover an amount of HP to the combatant
equivalent to the damage that would have been inflicted after
modifying for ARM or M. ARM.
Combatants may have multiple Weaknesses, Resistances, Immunities,
or Absorbances. These will frequently act in a complementary
fashion for instance, monsters weak against Lightning tend to take
only minimal damage from Water attacks. Suggestions on how to
apply these can be found in Appendix II.
Physical attacks without an Element are simply referred to as
doing 'Physical damage.' Magical attacks without an Element are
referred to as 'Magical.'
? Combat in Action
Having evaded more than their fair share of falling rocks, the
party is almost home free. However...
Rodger (GM): As you make your way through the chamber, a
titanic webbed claw suddenly smashes through the rubble,
showering you with pebbles. The debris shifts; from
somewhere beneath, you can hear a low, deep croak.
Rob (Hiro): Hiro unslings his rifle, quickly getting out of the
way. Duck!
Rodger: Another swipe sends more rock flying; you have just
enough time to spot a pair of amphibian eyes lighting up in the
gloom before the creature is upon you battered, bleeding,
but very much ready to turn this cave into your tomb.
Initiatives?
Rob: (rolling) Woo! 15.
M (Haze): (rolling) 14 over here.
Blair (Mint): (rolling) 12.
Rodger rolls in secret, coming up with 6. The monster, Heket,
has a SPD of 6, giving it an Intiative of 12.
Rodger: All right. It's Hiro, Haze, Mint, and then Heket. Rob,
you're up.
Rob: All right. Hiros locking and loading his rifle and shooting
that overgrown toad.
Rodger: Roll to hit.
Rob: (rolling) 28. Accuracy with Guns comes out to 92.
Rodger consults his notes. The Heket's Evasion is 22; 92
minus 22 would give Rob a CoS of 70. Robs roll comfortably
beats the adjusted CoS, meaning he hits his opponent.
Rodger: Thats a hit. Roll for damage.
Hiros Valiant Rifle has a damage code of 2 x AGI + d12. With
Hiros AGI of 10, this translates to damage of 20 + d12.
Rob: (rolling) 10. 30 Physical damage.
Now the damage is modified by the Hekets ARM in this case,
10. The final damage done 20 is subtracted from the
Hekets current Hit Points.
Rodger: Your shot manages to find its mark in the midst of the
Heket's bony spines, sending black blood splashing. M, you're
up.
THE DAMAGE CAP
Finally, its important to note that the absolute maximum damage
most attacks or effects may cause is limited to 999 HP, including
modifiers for the target's Armor or M. Armor rating as well as
Barrier status effects such as Protect or Shell. In game terms, this is
FINAL FANTASY THE ROLEPLAYING GAME 20
known as the Damage Cap. This is important to remember when
dealing with effects that deal damage based on the targets Hit
Points; an attack which causes damage equivalent to 50% of the
targets HP would still only remove 999 HP even if the target had
more than 10,000 HP. The same also applies to attacks that damage
the targets MP rather than HP. Some attacks may ignore the
Damage Cap; if so, this will be explicitly stated in their description.
Conversely, modifiers may never reduce the amount of damage
done by an attack to less than 1 Hit Point. This is known as the Rule
of 1.
After the Battle
When all combatants on one side have been reduced to 0 or fewer
Hit Points, otherwise incapacitated or forced to flee, the battle is
considered over; whichever side is still standing at the end of
hostilities wins, and can reap the rewards of the encounter. These
will typically include items, money and Experience Points (XP), a
numerical representation of the knowledge and training characters
acquire over the course of their adventuring careers by overcoming
obstacles. Once a character has acquired enough XP, they will
advance a Level, becoming stronger, more resilient, and more
proficient in their chosen Jobs. A characters Level serves as a
numerical indicator of their total power; new FFRPG characters
begin the game at Level 1, and can advance up to Level 99 over
time if they survive long enough. The full benefits of gaining
Levels are described in Chapter 2.
? After the Battle (1)
Several fierce rounds of combat later, the Heket collapses into
a slimy heap.
Rodger (GM): and that comes out to 1560 XP and 820 Gil.
You each get 520 XP, though there's not much time to
celebrate the cave is just minutes away from collapsing in its
entirety.
Blair (Mint): The good news is we're home free once we get
past the walkways.
M (Haze): Right. We're running.
Rodger: By the time you get to the walkway, the slow
destruction of the cave has already taken its toll on the ancient
timbers; falling rock has torn several holes into the planks, and
the ropes are starting to give way. With the Heket defeated,
there's no wind to worry about. Heedful of the gaps, you rush
across the bridge, reaching the other side just as the whole
mess finally gives way, plummeting into the depths.
Rob (Hiro): That was close!
M: Haze shakes his head ruefully. ...never again. Come on.
Rodger: You reach daylight moments later, barely getting
enough time to catch your breath before the entrance is buried
by a cascade of boulders and jagged stalactites. Nobody's
going back in there anytime soon.
Rob: Let's get back to town. The sooner we can get the
Excelsior going again, the better.
? After the Battle (2)
M: One thing bothers me.
Blair (Mint): Huh? What's the matter?
M: Haze leans against the remains of the entrance.
Deathsight. After all the trouble he went through to destroy
the Excelsior's engine, I thought he'd be sending his minions
after us for sure.
Rodger: That last comment provokes a hollow, metallic laugh
from somewhere below hollow, metallic, and unfortunately
familiar.
Rob: Deathsight!
Rodger: Now that the last echoes from the cave's collapse
have subsided, you can hear footsteps and plenty of them.
M: Haze is going to look over the cliff.
Rodger: Sure enough, Deathsight's ceramic mask rises into
view, followed by the swirling, all-concealing cloak; behind him,
you can see the massed ranks of his mechanical soldiers,
their hollow eyes glowing malevolent blue. Kha ha ha! Quite
right! I hoped that cave would save me the trouble of
disposing of you, but your accursed luck continues to hold.
But now...
Rob: Hiro goes for his rifle. Lets see if we cant fight it out...
CHAPTER GLOSSARY
The following list recaps some of the most important concepts
introduced in this chapter for quick reference.
Ability. A special power possessed by a Job.
Ability Set. All Abilities available to a given Job or character.
Absorbance (A). Used to designate a combatants ability to absorb
a given category of Elemental damage.
Action Phase. Phase during which the participants act.
Attribute. One of a number of stats tracking a characters physical
and mental capabilities.
Attribute Rating. Number measuring a characters ability in a given
Attribute.
Botch. A critical failure on a Percentile Roll. Occurs on unmodified
rolls of 95 to 100.
Charge Time. The delay between when a character decides to use
a Slow Ability and its activation.
Class. A generalised profession.
Combat Elements. The Elements of Fire, Water, Wind, Earth, Ice,
Lightning, Poison, Holy and Shadow.
Conditional Modifier. Modifier applied to Task Checks based on how
easy or difficult the task at hand is.
CoS. Short for Chance of Success. A target number for most task
resolution rolls in the FFRPG.
Critical Success. An unusually good result on a Percentile Roll.
Occurs on unmodified rolls of 1 to 10.
d%. A die roll using two ten-sided dice to generate a total
percentage.
Damage Cap. Restriction limiting the amount of damage done by
FINAL FANTASY THE ROLEPLAYING GAME 21
any one attack to 999 HP or MP.
Damage Die. Die or dice rolled and added to an attacks
damage.
Damage Scale. Multiplier that gives an attacks basic damage.
Elemental. Associated with the Combat Elements.
Fast Ability. An Ability that requires no preparation time.
Flat CoS. A chance of success that always remains the same.
Immunity (I). Used to designate a combatants immunity to a given
category of Elemental damage or Status Condition.
Initiative. Score that determines when actions are taken.
Initiative Phase. Phase during which the order of the participants
actions is determined.
Job. A specialised profession.
Level. A reflection of a character's experience level. Based on the
total number of XP that character possesses.
Magic Abilities. Spells and spell-like Abilities.
Magical. Magical damage not associated with a Combat Element.
Opposed Task Check. Task Check in which two or more
participants make a d% roll.
Percentile Roll. A roll made using a d%.
Phase. Segments of a Round. Most Rounds have three.
Reaction Ability. An Ability that only triggers under certain
circumstances.
Resistance (R). Used to designate a combatants resistance to a
given category of Elemental damage.
Round. Basic unit of time in FFRPG combat. A battle will often be
made up of multiple Rounds.
Rule of 1. Rule stating that the smallest amount of damage any
one attack can inflict is 1 HP.
Rule of 10. Rule stating that the lowest a CoS can be reduced to is
10 making the roll under these circumstances is not a Critical
Success, but an against-all-odds one.
Scene. Basic unit of time in the FFRPG. A scene ends with a
change in location or the passage of time.
Skill. A particular body of knowledge used by a character,
measured via a numerical rating.
Skill Rating. Number measuring a characters proficiency in a given
Skill.
Slow Ability. An Ability that requires preparation time.
Status Conditions. Special conditions positive or negative that
can affect a characters capacities and abilities.
Status Phase. Phase during which book-keeping for Status
Conditions takes place.
Support Ability. An Ability that is always active.
Task Check. A Percentile Roll used to determine the success or
failure of a task using one of a characters Skills or Abilities.
Timer. Expression used for the duration of a Status Condition or
special effect.
Weakness (W). Used to designate a combatants weakness to a
given category of Elemental damage.
XP. A measure of a character's growth in experience and personal
capabilities, increased by certain actions and achievements within
the game.
FINAL FANTASY THE ROLEPLAYING GAME 22
II
_______
CHARACTER CREATION

I'm only here to see how the


story unfolds. Any self-respecting
leading man would do the same.
Balthier
FINAL FANTASY XII
Valiant, cryptic, insightful, vain the characters of the FFRPG are a
diverse lot, hailing from gilded halls and broken homes alike. All
have one thing in common, however: they began life in this very
chapter. The following pages cover the creation and development of
FFRPG characters using the sheets in Appendix V, breaking things
down into a sequence of nine steps for an easier overview. Though
the process can seem daunting at first, time and experience should
make it close to second nature.
? Generating a Character (1)
To illustrate the character creation process in a little more
detail, these example sections following each step show how a
typical character might be generated.
Carl has recently been invited to Rodgers game and has to
generate an appropriate character in time for the next session.
While hes played in a number of FFRPG games in the past, he
still follows the same basic set of steps he did when he started
out.
Concept
The easiest way to begin creating a character is to start with a
broad, fairly basic concept 'neurotic spellcaster,' crude
mercenary, 'narcissistic wandering thief' and then flesh that idea
out piece by piece by adding details. Sometimes the concept will be
dictated or limited by the games setting; the GM may also have
specific ideas for the characters. For this reason, it is best to run
your concepts by the GM to ensure they fit or get their advice on
where you can take the concept once its approved. Once this is
done, the next things to consider are:
Name: In a universe populated by heroes with monikers like Cloud
Strife, Zidane Tribal or Laguna Loire, a good name can go a long way
towards making a character seem like a plausible addition to
Square's established mythos. Ideally, a good name should be
evocative and a little unusual; a Dragoon calling himself 'Bob Smith'
is clearly neither. Specific naming pointers are given with the racial
descriptions in Chapter 3.
Age: Age nearly always equates to 'experience.' Older characters
will usually have been around the block a few times, while younger
characters are more impetuous and naive about the world at large.
Final Fantasy heroes tend to be younger, sometimes excessively so;
for Humans, the late teens are generally prime world-saving years.
Though both are viable options, extremely young and old
characters are likely to face serious social discrimination in-game;
due to their age, few will be inclined to take them seriously, while
comments like 'old-timer' and 'squirt' are almost guaranteed to
follow them everywhere they go.
Appearance: A character's physical features, height, weight, build,
hair-, eye- and skin color all help define them, but appearance is
about more than physical attributes it's about style. Consider
clothing: does the character lean towards all-concealing black
trenchcoats, or a wardrobe consisting entirely of loud pastels? What
about jewelry, or other distinguishing features such as tattoos? How
does the character carry themselves, and what impression do the
character's general posture and expression give others?
? Generating a Character (2)
Given that there's only one 'fighter-type' in Rodgers group,
Carls decides a Mithra martial artist would be a good addition
to the party. With Rodger in favor, Carl begins building his
heroine in earnest.
Name: The Mithra naming notes suggest that Mithra
characters will have names with a Thai or Indonesian flavor.
Carl chooses to name his character Kumani Bersihdarah.
Age: Carl wants his character to strike a balance between
youth and experience. Checking the age ranges given for
Mithra, Carl gives her an age of 19.
Appearance: Carl envisions Ku as lithe, muscular and tanned
from a life of living outdoors; the constant exposure to the sun
has bleached her hair to almost-pure white. To avoid having
her movements impeded in combat, Kus clothing is restricted
to a set of thick-soled sandals, thigh-length leather shorts,
and a heavy leather combat vest covering a smaller
undershirt. Her hair is tied in a long braid that reaches down
to her waist; the end is wrapped around a bright pink iron ball
usable as a weapon in emergencies. A branding of three
crescent moons arranged in a circle can be seen on her left
cheek.
Background: The past helps make the present understandable.
For this reason, a character's history is an important consideration
it defines who they are and why they act the way they do.
Obviously, the chosen setting will define a lot of the small details, but
FINAL FANTASY THE ROLEPLAYING GAME 23
even broad backgrounds should furnish biographical detail, listing
defining moments in the character's life the murder of a friend or
mentor, the tragic loss of a family member, achieving a knighthood
or being drafted into the service of a great mage. These hooks
offer GMs a means to easily integrate the players background into
games; details such as birthplace, education, and upbringing can
also help to add further definition.
Personality: A characters personality defines their reaction to and
interaction with the world around them in short, how the character
deals with the situations they encounter over the course of their
adventures. It may be easier to organize personality by extremes
are they hot-headed risk takers, or cautious and patient? Does
injustice offend them because they have a strict code of morals, or
because they want a cut of the action? but playing things too
broadly risks turning the character into a stereotype.
Possessions: Beyond their equipment, a character may have a few
items of purely sentimental or personal value a signet ring passed
down from generation to generation, a necklace or locket given to
them from a loved one, a lucky coin or talisman. This section of the
sheet is used to describe these.
Goals: Goals are the character's major aspirations in life; whether
it's something as selfish as wanting to claim the title of 'world's
greatest treasure hunter' or a noble cause like or bringing peace to
their war-torn home country. Whatever else may happen, the
character's goals will ultimately guide their actions and decisions in
the world.
A Quote: An example saying of your characters. Optional, but just
as effective at establishing them as any number of descriptive
paragraphs. This can be anything from an often overused
catchphrase (Whatever.) to a short and pithy comment typical
of the character's general outlook on life (You thought a little thing
like the end of the world was gonna do me in?).
? Generating a Character (3)
Background: Carl envisions Ku as a traditional Mithra
fishergirl who abandoned the family trade after a nasty
encounter with a sea-snake, traveling to a distant human city
in search of a living. Like many who do so, she found nothing
much beyond poverty. Desperate for money, she became a pit
fighter, quickly establishing a reputation as a force to be
reckoned with. Her trademark became her 'miracle
comebacks' watching her opponent carefully, she could learn
their moves and mirror them, returning the favor in kind.
Training in the wilds, she learned to mimic monsters as well as
humans, speeding her ascent in the fighting circuits until the
day she lost control of her power and killed an opponent.
Forced to flee, she began wandering once more, searching for
more clues to the mysterious abilities that had made her a
champion and a murderer.
Personality: While once gregarious, Ku has matured through
the adversity she has encountered, though not at the expense
of her positive nature. Serenity is also one of her hallmarks;
years of careful mental discipline have hardened Ku to almost
ice-cold calm in the face of danger.
? Generating a Character (4)
However, she is not perfect. Ku hides her magical powers
because she fears what others will do in reaction, greatly
exaggerating her knowledge of the martial arts to do so.
Possessions: Aside from her equipment, Ku carries around
little of value.
Goals: Ku seeks to distinguish herself as a fighter and further
her understanding of her powers.
A Quote: Harap maaf, but yourrre going to have to taste
backfist now."
Race
Humans make up the standard population of most worlds, but not
every hero will be human depending on the setting and
circumstances, characters may belong to one of the other races
detailed in Chapter Three. Playing a non-human character can have
both obvious and less obvious repercussions; the most immediate
effect, however, will be on the character's potential Attributes.
? Generating a Character (5)
Carl already decided to play a Mithra character when he first
drew up Kumani. All that's left for him to do is note how this
will affect her Attributes.
Class and Job
A character's chosen Job determines his or her basic Abilities, their
starting Hit and Magic Points, and a whole slew of other factors. For
this reason, choosing a Job is possibly the most important decision a
player makes during the character creation process. Classes and
Jobs are presented in full detail in Chapter 4.
? Generating a Character (6)
Carl browses through the available Jobs, looking for something
to fit his concept. Though the Monk would be the most
immediately obvious choice for Carl, Kus mysterious power
strikes him as a better fit for the Mimic or Blue Mage
professions. Carl settles on Blue Mage.
Attributes
Now we begin to define a characters mechanical aspects. Every
starting character has a total of 40 Attribute Points to divide
between the six Attributes Strength, Vitality, Agility, Speed, Magic,
and Spirit as the player chooses, provided that at least 1 point is
spent on each Attribute. Attribute Points are spent at a one-to-one
ratio. By placing 6 Attribute Points in Strength, for example, a
character would start with a Strength rating of 6. Any Attribute
Points not spent at character creation do not carry over into the
game, and are lost.
Choice of race can have an impact on how these Points are spent,
as all races have Racial Maximums for each Attribute. No starting
FINAL FANTASY THE ROLEPLAYING GAME 24
character may begin the game with any Attributes rating exceeding
their races allowed maximum. For instance, ordinary Human
characters can have a maximum starting Strength of 10, no greater.
For ease of reference, Table 2-1 gives Maximums for all races.
Table 2-1: Racial Maximums
RACE STR VIT AGI SPD MAG SPR
Human 10 10 10 10 10 10
Bangaa 12 12 10 9 9 8
Creimire 8 10 13 11 9 9
Dwarf 10 13 10 8 9 10
Elf 13 13 7 9 7 11
Galka 11 15 10 9 8 7
Mithra 9 9 12 12 9 9
Moogle 8 6 11 12 11 12
Nu Mou 10 9 10 7 12 12
Qu 10 11 6 7 13 13
Ronso 12 13 9 7 12 7
Tarutaru 6 7 9 11 12 15
Varg 11 8 12 13 8 8
Viera 12 6 12 12 12 6
Yeti 13 15 6 9 7 10
Racial Maximums are further modified by the characters choice of
Job, but this bonus is not applied during character creation. In
practical terms, this means that Racial Maximums may only be
exceeded if the character gains more Attribute Points during the
course of the game.
? Generating a Character (7)
The first thing Carl makes a note of is the Mithra statline,
which gives him the following range of Racial Maximums:
STR VIT AGI SPD MAG SPR
9 9 12 12 9 9
Carl starts defining Kus Attributes by assigning 4 Points to
each Attribute as a base, leaving him with 16 Attribute Points
to spend. As a fist-fighter as well as a spellcaster, Kumanis
most developed Attributes will be Strength, Vitality, Speed, and
Magic; Carl raises STR and AGI to 6 and 5 and MAG and SPD to
9 and 8 respectively, giving him 4 more points to spend on
boosting VIT and SPR. Kumanis final Attribute distribution runs
as follows:
STR VIT AGI SPD MAG SPR
6 5 5 8 9 7
ATTRIBUTE RATINGS
As explained in Chapter 1, Attribute Ratings are employed whenever
an Attribute is used for task resolution. While it is generally not
required to calculate an Attribute Rating ahead of time, the formula
for an Attribute's Attribute Rating is:
(Attribute x 3) + 10
A character with STR 10, for instance, has a Strength Attribute
Rating of 40.
Traits
If the GM is using the optional rules for Key Points and Traits, Traits
should be selected relatively early in the character creation process.
Full rules for doing so can be found in Appendix IV.
Advantages and Disadvantages
Characters differ in more than just profession and personality.
Physical edges and ailments, unconventional training and innate
resistance to attacks can all enhance a characters combat ability;
conversely, physical ailments and other difficulties diminish it. In
game terms, these are expressed through Advantages and
Disadvantages. Though only available at the GM's discretion, they
offer a number of ways to further personalize a character.
Each of the Advantages and Disadvantages presented over the
next few pages has a specific point cost assigned to it; Advantages
have a positive cost, while Disadvantages have a negative one. If a
GM allows a player to buy Advantages and Disadvantages during
character creation, their combined cost of must be less than or
equal to 0. No more than 10 Points of Advantages may be taken,
and no Advantage or Disadvantage may be taken more than once
unless this is explicitly permitted in its description. Even if an
Advantage or Disadvantage has multiple effects with separate point
costs, only one of these effects may be taken by default.
ADVANTAGES
The following Advantages are available to FFRPG characters. Note
that some Advantages have a varying effect depending on how many
points they are bought for these are listed below the general
effect.
Adroit 2 to 5 Points
Effect: Not every character fights using force. Sometimes, where and
how the weapon hits is more important than the raw power behind
it. This Advantage may be taken multiple times.
2 Points: Select one Weapon category that uses a d6 Damage Die,
such as Rods. When wielding a Weapon of the chosen category, all
damage is calculated using AGI, rather than STR.
3 Points: Select one Weapon category that uses a d8 Damage Die,
such as Staves. When wielding a Weapon of the chosen category, all
damage is calculated using AGI, rather than STR.
4 Points: Select one Weapon category that uses a d10 Damage Die,
such as Swords. When wielding a Weapon of the chosen category, all
damage is calculated using AGI, rather than STR.
5 Points: Select one Weapon category that uses a d12 Damage Die,
such as Greatswords. When wielding a Weapon of the chosen
category, all damage is calculated using AGI, rather than STR.
FINAL FANTASY THE ROLEPLAYING GAME 25
Ambidextrous 1 Point
Effect: The character is equally skilled with both hands, favoring
neither left nor right. Characters with this Advantage do not suffer
penalties for Off-Handed attacks as described in Chapter 7. In
addition, they may purchase the Skill Two Weapons at the normal
rate of one Skill Point per one point of Skill Rating.
Animal Companion 1 to 5 Points
Effect: The character is accompanied in his journeys by a faithful
animal, such as a trained dog or a mount. The Animal Companion is
small or agile enough to avoid damage in combat; if the
character controlling the Animal Companion is reduced to 0 HP or
otherwise incapacitated, it will not act until its owner has been
revived.
The exact powers of an Animal Companion are determined by
selecting a combination of talents from the list below. Each Point
spent on this Advantage allows the player to select up to 10 points'
worth of talents from this list. This Advantage may be taken multiple
times to create more than one Companion.
Sentient (2): The Animal Companion has intelligence comparable to
a human's, and is capable of speaking and understanding Common
Tongue.
Summoned (2): The Animal Companion is of magical or supernatural
origins, and is summoned up with a simple ritual. In combat, this can
be accomplished through a Zero Action.
Packrat (3): The Animal Companion can carry a few of the
character's odds and ends, and acts as an emergency reserve. In
game terms, this means that the character will always have access
to their Inventory if the Companion is present. If the Carrying
Alternative rules from Chapter 6 are used, the Companion can carry
up to 5 Items.
Senses (3): The Animal Companion has senses good enough to
assist the party in times of need. In game terms, the companion is
treated as having Awareness at a Skill Rating of 50.
Attribute (5): The Animal Companion is strong, fast, or smart enough
to help the party out when needed. In game terms, this gives the
Companion an Attribute Rating of 50 in one Attribute of the creator's
choice, and allows it to make Task Checks against that Attribute if it
ever is in a position to do so.
Flying (5): The Animal Companion has wings strong enough to fly
with, giving it greater range and reach. In practical terms, this allows
the Companion to enter the Status Condition Flight at will. If
combined with the Mount attribute, the Companion is treated as a
flying mount for purposes of travel times see Chapter 9 for more
details.
Keen Senses (5): The Animal Companion has a keen set of senses,
allowing it to sniff out danger, discover otherwise-hidden objects, or
track others over long distances. In game terms, the Companion is
treated as having the Awareness and Tracking Skills at a Skill Rating
of 60.
Large (5): The Companion is larger than normal. If used in
conjunction with Mount, up to two characters may ride it. Item
capacity for Mount and Packrat is increased to 60.
Mount (5): The Animal Companion can be ridden with a successful
Riding Skill Test, reducing travel times accordingly see Chapter 9
for more details. If using the Carrying Alternative rule from Chapter
6, the Mount can carry an additional 30 Items.
Search (5): The Animal Companion is constantly sniffing around and
digging in the search for usable items. Once per session, a character
whose Animal Companion has the Search talent gains one free Item
Battle, Support, or Recovery of the GMs choice, with a Tier
appropriate to the character's current Level. This does not reduce
any other item rewards the character obtains.
Skilled (5): The Animal Companion has a certain talent that comes in
handy for its owner a monkey trained in Pickpocketing, for
instance, makes an ideal accomplice with a budding Thief. Split 50
Skill Points between any combination of Skills to represent the
companions talents; Skills must be bought at a minimum rating of
20 as normal. Technical Skills cannot be taken in conjunction with
Skilled.
Highly Skilled (10): As with Skilled, above. However, the Animal
Companion is clever enough to continue learning, and gains 1
additional Skill Point for every Level gained by its owner. It can learn
new Skills at 50% the Gil cost it would take a character to learn a
comparative Skill; in addition, a character with Animal Training may
attempt to teach it new Skills in the same manner as the Teaching
Skill. Technical Skills cannot be taken in conjunction with Highly
Skilled.
Outstanding Attribute (10): As Attribute, above. The Animal
Companion gains an Attribute Rating of 80 rather than 50.
Very Large (10): The Companion is unusually large. If used in
conjunction with Mount, up to six characters may ride it. Item
capacity for Mount and Packrat is increased to 99.
Counter Fang (20): Whenever the character is struck by a successful
Attack Action, the animal companion has a CoS of 30% of launching
an immediate counter-attack at the opponent who struck the
character. This is treated as an Attack Action using the characters
own ACC; damage is ((Characters Level / 4) x Characters STR) +
(Level / 10)d6. Damage can be based on AGI or MAG instead; if so,
this must be declared when taking the Advantage and applied
consistently for the remainder of the characters adventuring career.
If the Companion has Guardian as well, the two have a combined flat
CoS of 30%; roll once to determine if both effects trigger. Counter
Fang is considered a Reaction Ability, and thus can be disabled by
the Status Condition Immobilize.
Guardian (30): Whenever the character is struck by a successful
Attack Action, the Animal Companion has a flat CoS of 30% of
intercepting the blow. If successful, the character only takes 50%
damage from the attack before modifying for ARM or M. ARM. If the
Companion has Counter Fang as well, the two have a combined flat
CoS of 30%; roll once to determine if both effects trigger. Guardian
is considered a Reaction Ability, and thus can be disabled by the
Status Condition Immobilize.
Additional Options: Pending GM approval, the player can use the
Animal Companion Advantage to make other allies such as hirelings,
robots, or vehicles.
FINAL FANTASY THE ROLEPLAYING GAME 26
Combat Reflexes 2 Points
Effect: Through intensive training or a healthy dose of paranoia
the character is adept at being able to react to danger at a
moments notice. As a result, a character with Combat Reflexes can
never be surprised in battle, and will always act in the Preemptive
Round if ambushed. In addition, she is immune to the Status
Condition Unaware.
Full Moon Heart 4 Points
Effect: The character has a greater sensitivity to the flow of mana,
and is able to replenish her spellcasting energies far quicker than
most. Items and other effects that increase a characters MP restore
+25% of their usual Magic Points when used on a character with
Full Moon Heart.
Restrictions: Full Moon Heart does not affect Drain effects or HP
recovery.
Gillionaire 2 to 5 Points
Effect: The character has a knack for finding money in unexpected
places or a secondary source of income. As a result, he gains Gil at
a faster rate than his companions. The character's share of Gil for
each monster encounter and successfully completed quest is
adjusted by the listed percentage to reflect their additional income.
This does not increase or reduce the payout to other characters or
NPCs, or affect other sources of income. The characters starting Gil
is also accordingly increased to match.
2 Points: The characters share of Gil is adjusted by +5%. The
characters starting Gil is accordingly increased to 525 G.
3 Points: The characters share of Gil is adjusted by +10%. The
characters starting Gil is accordingly increased to 550 G.
4 Points: The characters share of Gil is adjusted by +15%. The
characters starting Gil is accordingly increased to 575 G.
5 Points: The characters share of Gil is adjusted by +20%. The
characters starting Gil is accordingly increased to 600 G.
Restrictions: Gillionaire does not stack with the Equipment Ability
Headhunter. During character creation, this Advantage does not
affect the value of Heirlooms, starting Inventions, or other extras
not tied directly to starting Gil.
Goddess's Mark 3 Points
Effect: The character is attuned to the ebb and tide of Life Magic,
and benefits significantly from healing effects. Items, Spells and other
effects that increase a characters HP restore +25% of their usual
Hit Points when used on a character with Goddesss Mark.
Restrictions: Goddesss Mark does not affect Drain effects or MP
recovery.
Good Fortune 1 to 3 Points
Effect: Some force from beyond looks out for the character, tweaking
fate to act in their favor.
1 Point: Once per session, the character can re-roll any one die roll
once. Unused rolls do not carry over to the next session.
2 Points: Twice per session, the character can re-roll any one die roll
once. Unused rolls do not carry over to the next session.
3 Points: Three times per session, the character can re-roll any one
die roll once. Unused rolls do not carry over to the next session.
Hardened 1 to 2 Points
Effect: The character is tougher and heartier than her fellows, and
can absorb far more damage in the long term.
1 Point: The character gains an additional 1 Hit Point per Level.
2 Points: The character gains an additional 2 Hit Points per Level.
Heirloom 3 Points
Effect: A precious artifact has been passed down in the character's
family for generations; now the character is able to use this heirloom
for her own benefit. The character may take one Accessory worth up
to 2500 G at character creation in addition to any other equipment
purchased.
Restrictions: Heirlooms may not be sold or otherwise disposed of
under any circumstances, and must remain equipped until the
character reaches Level 11.
Monster Killer 1 or 3 Points
Effect: The character has dedicated a significant amount of training
to the eradication of a particular type of monster, and is far more
adept against it in battle. This Advantage may be taken multiple
times.
1 Point: The character has trained against a specific Monster Family
(Zuu, Goblin, Flan), and inflicts +100% damage with every Attack
Action made against monsters of this type. Declare which Family
Monster Killer is tied to when purchasing this Advantage.
3 Points: The character has trained against a specific Monster
Category, and inflicts +100% damage with every Attack Action made
against monsters of this type. Declare which Monster Category
Monster Killer is tied to when purchasing this Advantage.
Restrictions: Abnormal cannot be taken as a Monster Category.
Right where it hurts.
Paine
FINAL FANTASY X-2
Multitalented 1 to 2 Points
Effect: The character has a knack for quickly picking up additional
knowledge. This Advantage may be taken multiple times.
1 Point: Pick a Skill Category that the characters Job does not grant
him an Affinity to, Weapon Skills excluded. The character gains an
additional Affinity for that Skill Category.
2 Points: The character gains an Affinity to Weapon Skills.
Personal Element 2 to 5 Points
Effects: The character has a deep, personal connection and
familiarity with one of the world's elements, and is capable of
wielding it with fierce power. This Advantage may be taken multiple
times.
2 Points: Select one of the Combat Elements Fire, Ice, Lightning,
Water, Wind, Earth, Holy, Shadow, or Bio. The character inflicts
+10% damage with all attacks and effects that deal damage
associated with the chosen Element.
FINAL FANTASY THE ROLEPLAYING GAME 27
4 Points: Select one of the Combat Elements Fire, Ice, Lightning,
Water, Wind, Earth, Holy, Shadow, or Bio. The character inflicts
+25% damage with all attacks and effects that deal damage
associated with the chosen Element.
Restrictions: Characters with the Paladin Job must pay 1 additional
Point to take the Holy Element. Characters with the Dark Knight Job
must pay 1 additional Point to take the Shadow Element. Personal
Element does not stack with the Equipment Ability [Element]
Enhancer apply the best damage bonus out of the two.
Pure Soul 1 to 2 Points
Effect: The character harbors an unusual attunement towards the
flow of magic, accumulating mana at a far faster rate than normal.
1 Point: The character gains an additional 1 Magic Point per Level.
2 Points: The character gains an additional 2 Magic Points per Level.
Resistance 2 to 4 Points
Effect: The character has built up a resistance to a specific set of
Status Conditions, and is capable of weathering them better than
most. This Advantage may be taken multiple times.
2 Points: The character has a resistance to Toxin-type Status
Conditions. All Conditions of this type that target the character have
their CoS halved after modifying for Evasion or M. Evasion.
3 Points: The character may choose one of the following categories
of Status Condition to have a resistance to: Seal or Transform. All
Conditions of this type that target the character have their CoS
halved after modifying for Evasion or M. Evasion.
4 Points: The character may choose one of the following categories
of Status Condition to have a resistance to: Mystify, Time, or Weak.
All Conditions of this type that target the character have their CoS
halved after modifying for Evasion or M. Evasion.
Signature Weapon 3 or 5 Points
Effect: By specializing in one specific type of Weapon, the character
has honed her skills with it to a fine edge. This Advantage may be
taken multiple times.
3 Points: When performing an Attack Action with a Signature
Weapon, the character will strike a Critical Hit on a roll of 1 through
15.
5 Points: When performing an Attack Action with a Signature
Weapon, the character will strike a Critical Hit on a roll of 1 through
20.
Restriction: Signature Weapon does not stack with the Equipment
Abilities Critical+ and Critical++. Use the best Critical Hit range of
the two instead.
Special training 1, 2, 4, or 5 Points
Effect: Thanks to training outside the norm, the character is capable
of effectively wielding equipment not typically used by his job. This
Advantage may be taken multiple times.
1 Points: The character gains access to one additional Weapon type
his Job would normally not have access to, provided it can use STR
to calculate damage and does not have a Damage Die higher than
that of those the Weapon types the Job can freely access. If a
weapon has the Double Strike, Mana Channel, or Quicksilver ability,
then it will cost an additional point. Alternately, the character gains
access to one additional Armor type his Job would normally not have
access to, excluding Shields.
4 Points: The character gains access to Shields.
5 Points: The character gains access to one additional Weapon type
his Job would normally not have access to, regardless of Damage
Die the Attribute used to calculate damage, or weapon ability.
Tenacious 3 Points
Effect: The character clings to life with almost supernatural tenacity.
Should the character end a battle at 0 HP or below, she will revive
with 1 HP once the battle is over.
Restrictions: Tenacious has no effect on a battle in progress. Should
the character be felled during a fight, only a Phoenix Down, Raise
Spell, or similar effect will restore her. Furthermore, Tenacious has
no effect on other incapacitating effects such as Stone.
DISADVANTAGES
The following Disadvantages are available to FFRPG characters. Like
Advantages, some Disadvantages have a varying effect depending
on how many points they are bought for.
Blind 1, 4, or 5 Points
Effect: The character is no longer able to see, usually as a result of
an accident or combat injury. As a result, the character is considered
to permanently be under the effects of the Status Condition Blind.
1 Point: A character with a Mage Job gains Blind.
4 Points: A character with an Adept Job gains Blind.
5 Points: A character with an Expert or Warrior Job gains Blind.
Code of Honor 2 Points
Effect: A sense of honor has its downsides at times. Because she
has sworn to never attack a helpless opponent, the character will
never take advantage of the element of surprise. A character with
Code of Honor will not attack opponents suffering from the Status
Conditions Unaware, Sleep, or Stop, and never acts in the
Preemptive Round if her opponents cannot act in turn.
Code of Mercy 1 to 2 Points
The character has sworn never to take a life. Whenever a character
with Code of Mercy takes an Action that would reduce a target to 0
HP, they will pull the blow to leave the target with 1 Hit Point. Under
no circumstances can the character kill anything while they remain
under their own control; the only exception to this rule are attacks
made under the influence of Mystify-type Status Conditions.
1 Point: A character with an Adept, Mage, or Expert Job gains Code
of Mercy.
2 Points: A character with a Warrior Job gains Code of Mercy.
Coward 4 Points
Effect: Some people can't take the heat. The character fears death
more than anything, and will go to great lengths to escape it. If the
character is ever reduced to 25% or fewer of their maximum Hit
FINAL FANTASY THE ROLEPLAYING GAME 28
Points in combat, their next available Action will always be an Escape
Action. If the Escape Action fails, the character will try to Escape
again on every following action he has until he either successfully
retreats from battle or is healed to above 25% HP.
Restrictions: Coward cannot be taken in conjunction with Fury.
Crippled Arm 3 to 4 Points
Effect: One of the characters arms is missing or lame, making it
useless in battle. The character loses their Shield slot; they may only
equip one Weapon, cannot benefit from the Two Weapons Skill, or
wield Weapons which occupy both Shield and Weapon slots.
3 Points: A character with an Expert or Mage Job gains Crippled
Arm.
4 Points: A character with a Warrior or Adept Job gains Crippled Arm.
Defenseless 1 to 2 Points
Effect: The character lacks the focus or reflexes needed to dodge,
parry, or resist incoming attacks.
1 Point: The characters natural Evasion or M. Evasion is 0. These
Combat Statistics can only be increased by bonuses from Equipment
or Status Conditions. Decide which of the two is affected when taking
this Disadvantage.
2 Points: The characters natural Evasion and M. Evasion are both
0. These Combat Statistics can only be increased by bonuses from
Equipment or Status Conditions.
Devil's Brand 4 Points
Effect: The character's spark of life glows a little dimmer than most.
Items, Spells and other effects that increase a characters HP
restore -25% of their normal Hit Points when used on a character
with Devils Brand.
Restrictions: Devils Brand does not affect Drain effects or MP
recovery.
Elemental Deficiency 3 Points
Effect: Something within the character leaves him vulnerable to a
particular Element. Select one of the Combat Element Fire, Ice,
Lightning, Water, Wind, Earth, Holy, Shadow, or Bio. Any damage of
that element done to the character is increased by 50%. If the
character gains a Resistance to the Element in question, attacks do
normal damage; Immunities reduce damage to 50%, and
Absorbance reduces damage of that Element to 0. This
Disadvantage may be taken multiple times.
Favored Prey 2 Points
Effect: The character is particularly vulnerable to attack from certain
types of monsters. Declare a Monster Category Favored Prey is tied
to when selecting this Disadvantage; monsters of this type will inflict
+100% damage with every Attack Action they make against that
character. This Disadvantage may be taken multiple times.
Restrictions: Abnormal cannot be taken as a Monster Category.
Flat-Footed 2 Points
Effect: The character does not react to circumstances as quickly as
his fellow adventurers. As a result, he begins every battle with the
Status Condition Unaware active.
Frail 1 to 2 Points
Effect: The character is physically weaker than his fellows,
toughening up at a far slower pace.
1 Point: The character gains 1 Hit Point fewer per Level. This will
never reduce HP gains for advancing a Level below 1.
2 Points: The character gains 2 Hit Points fewer per Level. This will
never reduce HP gains for advancing a Level below 1.
Fury 1 to 3 Points
Effect: Deep inside the character is a raving, rabid beast that's just
waiting to get out. A character with Fury is automatically afflicted with
the Status Condition Berserk whenever her current Hit Points reach
25% or less of their maximum value during the course of battle.
This Condition persists for as long as the character remains at 25%
or less of her maximum Hit Points, and cannot be prevented or
canceled by any means.
1 Point: A character with a Warrior Job gains Fury.
2 Points: A character with an Adept Job gains Fury.
3 Points: A character with an Expert or Mage Job gains Fury.
Restrictions: Fury cannot be taken in conjunction with Coward.
Gold Sink 1 to 5 Points
Effect: The character has a hard time hanging on to money. Debts,
gambling, family obligations, charitable causes, or outright waste
quickly eat up whatever spare income he may have as a result of his
adventures. The characters share of Gil for each monster encounter
and successfully completed quest is adjusted by the percentage
listed below to reflect wastage and lost money. This does not
increase or reduce the payout to other characters or NPCs. The
characters starting Gil is accordingly reduced to match.
Modifiers for Gold Sink are always applied after any Gil acquisition
bonuses the character may be eligible for through Equipment
Abilities like Headhunter .
1 Point: The characters share of Gil is adjusted by -5%. The
characters starting Gil is accordingly reduced to 475 G.
2 Points: The characters share of Gil is adjusted by -10%. The
characters starting Gil is accordingly reduced to 450 G.
3 Points: The characters share of Gil is adjusted by -15%. The
characters starting Gil is accordingly reduced to 425 G.
4 Points: The characters share of Gil is adjusted by -20%. The
characters starting Gil is accordingly reduced to 400 G.
5 Points: The characters share of Gil is adjusted by -25%. The
characters starting Gil is accordingly reduced to 375 G.
Restrictions: During character creation, this Disadvantage does not
affect the value of Heirlooms, starting Inventions, or other extras
not tied directly to starting Gil.
FINAL FANTASY THE ROLEPLAYING GAME 29
Lamed 1 to 2 Points
Effect: The character is hobbled, and cannot move quickly or run. As
a result, he is considered to be permanently under the effects of the
Status Condition Immobilize.
1 Point: A character with a Mage Job or Job whose Ability Set
contains no Reaction Abilities gains Lamed.
2 Points: A character with an Adept, Expert or Warrior Job with
Reaction Abilities in its Ability Set gains Lamed.
Mute 1 to 2 Points
Effect: The character cannot speak. Though typically the result of
injury or physical disability, there are many other possible reasons
for this, ranging from a personal vow of silence to trauma. Under
normal circumstances, it is assumed that they have some alternate
means of communicating sign language, facial expression,
strategically-deployed flash cards which allows them to talk to
party members. For all intents and purposes, the character is
considered to permanently be under the effects of the Status
Condition Silence.
1 Point: A character with a Warrior or Expert Job gains Mute.
2 Points: A character with the Gambler Job gains Mute.
Restrictions: Bards, Mediators, and characters with Mage or Adept
Jobs may not take this Disadvantage.
Sealed Chi 1 to 2 Points
Effect: The characters chi flow is blocked, leaving her incapable of
channeling it into her powers. As a result, she is considered to be
permanently under the effects of the Status Condition Curse.
1 Point: A character with a Mediator or Mage Job gains Sealed Chi.
2 Points: A character with a Bard, Dark Knight, Magic Knight, or
Paladin Job gains Sealed Chi.
Restrictions: Characters with Warrior Jobs or Expert and Adept Jobs
not listed above may not take this Disadvantage.
Slow Learner 2 to 6 Points
Effect: The characters training is far from complete, and his powers
show it. As a result, the character gains their Abilities several Levels
behind what is normal for his job.
2 Point: The character gains the first Ability in his Ability Set 2 Levels
later than normal; every subsequent Ability is also gained 2 Levels
later.
3 Points: The character gains the first Ability in his Ability Set 4
Levels later than normal; every subsequent Ability is also gained 4
Levels later.
4 Points: The character gains the first Ability in his Ability Set 7
Levels later than normal; every subsequent Ability is also gained 7
Levels later.
5 Points: The character gains the first Ability in his Ability Set 11
Levels later than normal; every subsequent Ability is also gained 11
Levels later.
6 Points: The character gains the first Ability in his Ability Set 16
Levels later than normal; every subsequent Ability is also gained 16
Levels later.
Sluggish 2 or 5 Points
Effect: Slow to act and slow to react, the character is a constant
laggard in battle. As a result, he is considered to be permanently
under the effects of the Status Condition Slow.
2 Point: A character with a Mage or Adept Job gains Sluggish.
5 Points: A character with an Expert or Warrior Job gains Sluggish.
Soft Target 4 Points
Effect: The character is less resilient to damage than most. To
represent this, her ARM and M. ARM ratings are reduced by -50%
after factoring in all other bonuses from Equipment and Status
Conditions.
Unskilled 1 Point
Effect: The character is not nearly as adept at learning the Skills of
his profession as others. As a result, he loses one Skill Affinity
conferred by his Job.
Vulnerability 2 or 4 Points
Effect: The character is inherently vulnerable to certain Status
Conditions. If a Status of a type or category a character has a
Vulnerability to targets him, its CoS is doubled after modifying for
Evasion or M. Evasion; All [Status] Touch effects of the appropriate
type have a 60% CoS and [Status] Strike effects have a 90% CoS .
This Disadvantage may be taken multiple times, and is not affected
by Status Resistances and Immunities.
2 Points: The character may choose one of the following categories
of Status Condition to have a vulnerability to: Toxin or Weak.
3 Points: The character may choose one of the following categories
of Status Condition to have a vulnerability to: Seal or Transform.
4 Points: The character may choose one of the following categories
of Status Condition to have a vulnerability to: Mystify or Time.
Weapon Inability 2 to 3 Points
Effect: The character simply is out-and-out bad with weapons.
Weapon Skills are bought at twice the normal cost, and any Skill
Affinity the character may have for Weapon Skills is lost. In addition,
the character may never cause a Critical Hit with an Attack Action,
even if Equipment Abilities or other effects would normally increase
the chances of a Critical Hit.
2 Points: A character using a non-Weapon Skill for their primary
Weapon gains Weapon Inability.
3 Points: A character using a Weapon Skill for their primary Weapon
gains Weapon Inability.
? Generating a Character (8)
To round off Kumani's personality, Carl gives her the
Disadvantages Vulnerability (Toxin) and Elemental Deficiency
(Bio) to represent the after-effects of the childhood encounter
that swore her off fishing for life. This allows him to buy 5
Points worth of Advantages, so he picks up the 3-Point
version of Signature Weapon for Kumanis Gloves and Combat
Reflexes, giving her a little extra edge in battle.
FINAL FANTASY THE ROLEPLAYING GAME 30
Equipment
Characters can spend up to 500 Gil on purchasing essential supplies
and equipment during character creation. Chapter 6 has full listings
for the various types of Weapons, Armor, Items, and Accessories
available for purchase. All starting purchases must have an
Availability Rating of 91% or higher. Any money not spent on
starting equipment is given to the character as starting money at a
ratio of 1 to 1. A characters Job will also impose restrictions on
what kinds of items they can use consult the Job's profile in
Chapter 4 for more details.
? Generating a Character (9)
Carls first priority is a weapon. As a Blue Mage, Kumani is
limited to a handful of potential weapons; scanning these, Carl
decides the most appropriate choice would be Gloves. 75 G is
spent on Leather Gloves; a Leather Plate (110 G), Leather
Gauntlets (65 G) and a Cap (80 G) leave her with 170 G to
spend on other Items and Accessories. Carl buys two Tonics
(50 G total) and a Tincture (75 G) and carries the remaining
45 G over as starting money.
Combat Statistics
While a player cannot directly spend Attribute Points to modify
Combat Statistics, they can indirectly influence them through their
Attributes. The eight Statistics are generated as follows:
Hit Points (HP): All Jobs have a Hit Die given in their profiles a
Black Mage, for instance, has a Hit Die of d6. In order to generate
the characters starting HP, just roll the indicated die, add 30 to the
result, then add the characters VIT value. The total is the number of
Hit Points the character will have upon starting the game.
Magic Points (MP): All Magic-using Jobs will have a specific Magic
Die listed in their profile. As with the Hit Die, roll this, add 10 to the
result, and then add the characters SPR value to get the total
number of Magic Points the character starts the game with. If the
characters chosen Job does not have a Magic Die, skip this step.
They will always have 0 MP, regardless of their SPR.
Evasion (EVA): A character's Evasion rating is calculated by
adding together their AGI and SPD, then adding any bonuses
conferred by equipment.
Magic Evasion (M. EVA): M. Evasion is calculated by adding
together a character's SPR and MAG, then adding any bonuses
conferred by equipment.
Armor (ARM): A characters Armor rating is calculated by adding
together the ARM values of every piece of armor the character has
equipped, then applying the modifier given for the character's VIT in
Table 2-2 to the total. The result is the characters final ARM.
Magic Armor (M. ARM): This statistic is calculated by adding
together the M. ARM values of every piece of armor equipped by the
character, then applying the modifier given for the character's SPR in
Table 2-2 to the total to find the characters final M. ARM.
Table 2-2: ARM and M. ARM Bonuses
CHARACTER'S VIT/SPR ARM / M. ARM MODIFIER
1 - 2 +5%
3 - 4 +10%
5 - 6 +15%
7 - 8 +20%
9 - 10 +25%
11 - 12 +30%
13 - 14 +35%
15 - 16 +40%
17 - 18 +45%
19 - 20 +50%
21 - 22 +55%
23 - 24 +60%
25 - 26 +65%
27 - 28 +70%
29 - 30 +75%
Dexterity (DEX): DEX is calculated via the formula:
Level + (AGI x 2) + 50
Mind (MND): Mind is calculated via the formula:
Level + (MAG x 2) + 50
Accuracy (ACC): ACC is calculated via the formula:
Level + (AGI x 2) + Job's Attack Bonus + Weapon Skill
The Weapon Skill used in the formula is the one required by the
currently equipped Weapon Swords for Greatswords, Cudgels for
Rods, Guns for Rifles, and so forth.
Magic Accuracy (M. ACC): M. ACC is calculated via the formula:
Level + (MAG x 2) + 100.
Expertise (EXP): Used only for Expert Jobs. Expertise is calculated
via the formula:
(Expert Skill / 2) + Level + (Skill's Default Attribute x 2)
except for the Engineer, which uses the following formula:
(Invent Rating / 2) + Level + (AGI x 2)
For all Expert Jobs, the applicable Expert Skill will be listed in the
Job's profile.
FINAL FANTASY THE ROLEPLAYING GAME 31
? Generating a Character (11)
Now that Attributes and Equipment have been determined,
Combat Statistics are next on the list.
Hit Points: Checking the Blue Mage profile, Carl finds that
Kumani will have a Hit Die of d8. Rolling this gives him a 6;
added to Kumanis VIT of 5 and the base of 30, this means
Kumani starts the game with 41 HP.
Magic Points: Blue Mages also have a Magic Die of d8. Carl
rolls again and comes up with a 4. Added to her SPR of 7 and
the base of 10, this gives Kumani 21 MP to start out with.
Evasion: Kumanis Evasion is equal to her SPD of 8 plus her
AGI of 5, or 13.
Armor: The Leather Plate, Leather Gauntlets and Cap have
ARM ratings of 5, 2, and 1 respectively, for a total of 8. As
Kumanis VIT is 6, her final ARM will be 110% of this value,
rounding down leaves her with an ARM of 8.
Magic Armor: The Leather Plate, Leather Gauntlets and Cap
have M. ARM ratings of 3, 1, and 3 respectively, for a total of
7. As Kumanis SPR is 6, her final M. ARM will be 110% of this
value, rounding down; the end result is an M. ARM of 7.
Magic Evasion: Kumanis Evasion is equal to her MAG of 9
plus her SPR of 6, or 15.
Accuracy: The Blue Mages Attack Bonus is +20; with a
Level of 1 and an AGI of 5, Kumanis final ACC is 31 plus the
relevant Weapon skill.
Magic Accuracy: With a Level of 1 and a MAG of 9, Kumanis
M. ACC is 119.
Mind: Mind is 69, or 50 plus Kumani's Level of 1 plus (MAG
x 2), which comes out to 18.
Dexterity: Dexterity is 61, or 50 plus Kumani's Level of 1
plus (AGI x 2), which comes out to 10.
Skills
The character's Skills are the next thing to consider. Depending on
their Job, characters will have a certain number of Skill Points to
allocate between Skills chosen from the lists in Chapter Five. In
general, Mage Jobs have the highest Skill Point totals, Warriors the
lowest. All Skills are purchased at a rate of 1 Skill Point per 1 point
of Skill Rating unless a character has an Aptitude towards the Skill
Category in question, as explained below. Some Skills may also be
double-cost, and require twice as many Skill Points to raise. All Skills
purchased during character creation must have a minimum Rating of
20, and cannot exceed a Rating of 50. All Jobs must have at least
one Weapon Skill at the minimum Rating of 20, and gain Awareness
at a Rating of 30 at no cost to their Skill Points.
Keep in mind that all of a character's Skills should be plausibly
consistent with their background itd be hard to believe that a
blacksmiths son wouldnt have had the time to pick up at least a few
points in Crafting* or Repair. On the flipside, a foundling adopted
and raised by roaming monsters would hardly have the opportunity
or capacity to have learned Etiquette.
SKILL APTITUDES
A character's chosen Job will have its repercussions on their ability
to learn certain types of Skills it goes without saying, for instance,
that a Fighter is able to pick up new weapons more easily than a
Black Mage. In game terms, this is expressed through Skill
Aptitudes. A Job's Skill Aptitude represents a group of Skills a
characters training is likely to put a heavier focus on. Skill Points put
into a Skill belonging to a Category the character has an Aptitude to
are spent at a rate of 1:2; that is to say, for every one Point spent,
the Skill's Rating increases by 2.
? Generating a Character (12)
As a Blue Mage, Kumani has a Skill Aptitude for Wilderness
Skills and 260 Skill Points to spend. Carl decides Kumanis
Skills should reflect her martial arts training as well as a
generally more rough-and-tumble character capable of
surviving in the wilds. For the former, he puts 15 Points apiece
into Scavenge, Survival, and Swimming. As all three are
Wilderness Skills, this raises each Skills Rating to 30, leaving
Carl with another 215 Points to spend. To represent Kumanis
training and aptitudes as a brawler, he next takes Brawl at the
maximum possible Rating at 50, plus Acrobatics at 40,
Cooking at 30, and Intimidation at 40. This leaves 55 Points;
to round off the selection, Carl takes two Skills to represent
Kumanis involvement with less savory elements: Escape at 25
and Streetwise at 30.
LORES AND LANGUAGES
In addition to the Skill Points allocated by the characters Job, the
character receives an additional 160 Points solely for purchasing the
Scholastic Skills Lore* and Language*. This represents the
characters knowledge base.' The character also gains Common
Tongue at a Rating of 50, regardless of any other Lore* and
Language* Skills purchased; this does not decrease the available
quantity of Skill Points.
? Generating a Character (13)
Now Carl selects Kumanis Lore* and Language* Skills. 50
Points are spent on obtaining a Skill Rating of 50 in Bahsa
Mithra enough to give Kumani a comfortable level of
proficiency to complement her Common Tongue. This leaves
Carl with a further 110 Points. 30, 50 and 30 Points are spent
on the Lore*s Blue Magic, Martial Arts and World Lore
respectively, rounding off Kumanis Skill selection in the
process.
DEFERRING SKILL SELECTION
Under normal circumstances, any Skill Points not spent during
character creation do not carry over into the game proper, and are
lost if left unspent by the time the character is finished. However, if
the players find themselves struggling to come up with a Skill set
that suits their characters, the GM may wish to allow them to start
FINAL FANTASY THE ROLEPLAYING GAME 32
the game with a minimal selection and choose the rest of their Skills
during the course of the game.
Make a note of how many Points the character had for
conventional Skills, Lore*, and Language* when the game started.
At any point during the game, the player can declare that they have
background in a given Skill, and spend some of their stock of
Points to obtain the Skill at a Rating of 20 or higher. Ideally, this
should be done in a fashion that reveals a little more about the
character a quick aside like Didnt you know I was an expert
fisherman when I was younger? These points can also be spent on
Skills gained through revelation, as described further on.
Note that Points gained by deferring Skill selection cannot be
spent on raising Skills upon gaining a Level they are exclusively to
be used on acquiring new Skills.
Starting Magic
Not every Job can cast Spells, and not all spellcasting Jobs actually
start the game with the ability to use magic. Characters with a Job
that has the ability to cast Black, White, Red, or Time Magic begin
with three Level 1 Spells chosen from the appropriate Spell lists in
Chapter 8.
Due to the non-linear progression of Blue, Spellblade, Summon,
and Call Magic, characters with access to these schools of
spellcasting generate their starting Spells in a slightly different
fashion. Rather than choose a set number of Spells, Blue Mages may
choose any number of appropriate Spells from the lists given in
Chapter 8, provided that their combined MP Costs do not exceed the
character's starting MP value. It is additionally recommended that
no one Spell in the starting selection cost more than 15 MP.
Magic Knights begin with one Element Strike spell and one Status
Effect spell chosen from the level 1 Spell effects.
Summoners begin the game with one Summon either Valefor,
Lakshmi, Remora, Ifrit, Ramuh, or Shiva, as per the players choice.
Callers may choose from only Valefor, Lakshmi, or Remora, and
additionally gain two Level 1 Spells chosen from the appropriate
Spell lists.
? Generating a Character (14)
As a Blue Mage, Kumani can select up to 21 MPs' worth of
Spells from the Blue Magic list. Carl chooses Goblin Punch (1
MP), Choco Ball (6 MP), Red Feast (6 MP), and Leap (8 MP)
for a round 21.
Starting Invention
Characters with the Engineer Job finish character creation by
assembling a single Invention using the rules in Appendix I. The
player can use up to 100 Gil worth of Parts without dipping into their
own pockets; if the final Invention costs more than 100 Gil, the
difference is paid from the character's starting Gil. Parts used in the
starting Invention are subject to the same Availability restrictions as
any other equipment purchased during character creation.
Finishing Touches
To speed up gameplay later on, players may want to go through
their listed Damage Codes and precalculate Spell, Ability and Attack
damages, making a note of the results on their character sheets.
? Generating a Character (15)
Kumani begins the game with three damage equations that
of her basic Attack Actions with Leather Gloves, that of
Chocoball, and that of Leap. The Leather Gloves have a
Damage Code of (2 x STR) + d6; with an STR of 6, the final
Damage Code is 12 + d6. Choco Ball and Leap both have
Damage Codes of (4 x MAG) + d8, M. Armor; plugging in
Kumanis MAG of 9 results in a precalculated Damage Code of
36 + d8, M. Armor. Goblin Punch and Red Feast do not need
separate calculations they are a function of Kumanis basic
Attack Action damage.
ADVANCEMENT
As characters triumph against overwhelming odds and defeat
implacable foes, they start accumulating Experience Points. XP are
awarded as the GM sees fit, but are typically earned by killing or
incapacitating opponents, solving puzzles, disarming traps, and
completing quests.
Once a character accumulates enough XP, they advance a Level,
increasing in power. Gaining a Level requires (Current Level x 500)
Experience Points; Kumani, the Level 1 character introduced in this
chapter, needs (1 x 500) -- or 500 XP to get from Level 1 to
Level 2. Note that XP totals are not cumulative; earning 1000 XP to
advance to Level 2 does not mean you need only 500 XP to reach
Level 3. The following table gives a detailed breakdown of XP
requirements for each Level.
Table 2-3: XP Requirements
Level XP Required Total XP
1 --- 0
2 500 500
3 1,000 1,500
4 1,500 3,000
5 2,000 5,000
6 2,500 7,500
7 3,000 10,500
8 3,500 14,000
9 4,000 18,000
10 4,500 22,500
11 5,000 27,500
12 5,500 33,000
13 6,000 39,000
14 6,500 45,500
15 7,000 52,500
16 7,500 60,000
17 8,000 68,000
FINAL FANTASY THE ROLEPLAYING GAME 33
Level XP Required Total XP
18 8,500 76,500
19 9,000 85,500
20 9,500 95,000
21 10,000 105,000
22 10,500 115,500
23 11,000 126,500
24 11,500 138,000
25 12,000 150,000
26 12,500 162,500
27 13,000 175,500
28 13,500 189,000
29 14,000 203,000
30 14,500 217,500
31 15,000 232,500
32 15,500 248,000
33 16,000 264,000
34 16,500 280,500
35 17,000 297,500
36 17,500 315,000
37 18,000 333,000
38 18,500 351,500
39 19,000 370,500
40 19,500 390,000
41 20,000 410,000
42 20,500 430,500
43 21,000 451,500
44 21,500 473,000
45 22,000 495,000
46 22,500 517,500
47 23,000 540,500
48 23,500 564,000
49 24,000 588,000
50 24,500 612,500
51 25,000 637,500
52 25,500 663,000
53 26,000 689,000
54 26,500 715,500
55 27,000 742,500
56 27,500 770,000
57 28,000 798,000
58 28,500 826,500
59 29,000 855,500
60 29,500 885,000
61 30,000 915,000
62 30,500 945,500
63 31,000 976,500
64 31,500 1,008,000
65 32,000 1,040,000
66 32,500 1,072,500
67 33,000 1,105,500
68 33,500 1,139,000
69 34,000 1,173,000
Level XP Required Total XP
70 34,500 1,207,500
71 35,000 1,242,500
72 35,500 1,278,000
73 36,000 1,314,000
74 36,500 1,350,500
75 37,000 1,387,500
76 37,500 1,425,000
77 38,000 1,463,000
78 38,500 1,501,500
79 39,000 1,540,500
80 39,500 1,580,000
81 40,000 1,620,000
82 40,500 1,660,500
83 41,000 1,701,500
84 41,500 1,743,000
85 42,000 1,785,000
86 42,500 1,827,500
87 43,000 1,870,500
88 43,500 1,914,000
89 44,000 1,958,000
90 44,500 2,002,500
91 45,000 2,047,500
92 45,500 2,093,000
93 46,000 2,139,000
94 46,500 2,185,500
95 47,000 2,232,500
96 47,500 2,280,000
97 48,000 2,328,000
98 48,500 2,376,500
99 49,000 2,425,500
Learning New Abilities
Most Jobs gain new Abilities at certain Levels on average, every 7
Levels up to Level 64. The Level an Ability is gained is shown in
Chapter 4 to the right of the Ability's name. For instance, the
Samurai gains the Ability Mineuchi at Level 8; the Fighter the Ability
Third Eye.
Learning New Spells
Characters with access to White, Black, Time, or Red Magic will gain
new Spells every few Levels, allowing them to pick a Spell from a
given Spell Level and add it to their repertoire. The exact Levels this
occurs at will be given in the Job's profile in Chapter 4. Note that in
order to be able to select a Spell, any prerequisites the Spell has
must be met to choose Fira, for instance, a character must also
have learned Fire. Prerequisites are laid out in Chapter 8.
BLUE AND SUMMON MAGIC
New Blue and Summon Spells can only be acquired during the
course of a session, and are gained independently of the
FINAL FANTASY THE ROLEPLAYING GAME 34
character's current Level. To obtain a new Blue Spell, a character
must either be targeted by it or successfully observe its use with the
Support Ability Azure Lore. To obtain a new Call or Summon, the
character must either defeat the Summon in battle or complete a
task to earn the Summon's trust. In certain cases, Blue Spells, Calls,
and Summons may be awarded through items found during the
session or given out as quest rewards.
Increasing Hit and Magic Points
Every time a character gains a Level, their maximum Hit Points
increase by Job's Hit Die + (VIT / 2). Jobs with a Magic Die also
increase their maximum Magic Points by Job's Magic Die + (SPR /
2). All rolls should be made in front of the rest of the group or GM,
and calculated before any other changes are made to the character.
Increasing Attributes
Characters receive 1 Attribute Point every time they gain a Level.
This may be allocated to any of the characters six Attributes,
provided that Attribute Points are not spent on the same Attribute
two Levels in a row and that the increase does not raise the
Attribute above the characters Attribute Cap. The Attribute Cap is
determined by adding the characters Job bonus for that Attribute to
their Racial Maximum. A Human Fighter, for instance, would have an
Attribute Cap of 25 in STR his Racial Maximum of 10 plus the
Fighters +15 bonus to STR. Attributes may be raised after the
character has reached the Attribute Cap, but this requires 2 Attribute
Points rather than 1 and may only be done once all Attributes are at
their respective Caps.
The only other circumstance under which an Attribute Cap can be
'broken' is with Equipment Abilities. Note that the absolute maximum
value permitted for an Attribute is 30, including bonuses from
equipment a character with STR 28 equipping a Hyper Wrist (+5
STR) would only raise her Strength to 30, not 33.
Once an Attribute has been raised, adjust the characters Attribute
Ratings and Combat Statistics accordingly. If the player has been
keeping track of it, precalculated damage may also need to be
adjusted as a result of this.
Increasing Skills
Upon gaining a Level, a character receives 10 Skill Points to spend
on improving Skill Ratings and 6 points for improving Language* and
Lore* ratings; unused Skill Points are not carried over to the next
Level, and a lost unless spent. Ratings are raised at the same rates
as during character creation 1 to 1 for most Skills, 1 to 2 for Skills
the character has an Affinity to, and 2 to 1 for Skills explicitly listed
as costing twice the normal rate. The player may distribute their Skill
Points as they choose, but once a Skill's Rating has reached 50, it
cannot be increased by more than 2 after a Level has been gained.
In addition, no Skills Rating may ever be raised above 100.
Learning Skills
New Skills may also be learned upon gaining a Level using one of
three methods: revelation, teaching, or research. Each of these
three methods has its own requirements.
REVELATION
Sometimes, characters find they have talents and depths they didn't
even know they possessed. A character that rolls a Critical Success
on a defaulted Skill Roll may immediately gain that Skill at a Rating of
20 or the characters default, whichever is highest. However, not any
Skill Roll will do paddling across a shallow pond isn't enough to
learn Swimming, no matter how quickly you reach the other side. For
revelations to strike, the Task Check's CoS must be 40 or lower. As
successful rolls made under the Rule of 10 do not count as a Critical
Success, they cannot be used to gain Skills through revelation. Any
number of Skills may be learned at once in this manner.
TEACHING
Alternately, characters may opt to learn a Skill from another
character PC or NPC with the Teaching Skill. If nobody in the
party has this Skill, the character must track down an appropriate
teacher using either their own network of contacts or the Inquiry
Skill. Teachers who aren't personal friends or allies of the character
may demand a fee for training; suggested costs have been given
below.
Table 2-3: Teaching Costs
SKILL'S DEFAULT RATING COST PER SKILL
1 20 200 G
21 30 500 G
31 40 2000 G
41 50 5000 G
Learned Skill 300 G
Once all costs have been paid, the PC or NPC with the Teaching
Skill must make a Task Check against it to see if instruction is
successful. To determine the Conditional Modifier for this Task Check,
add together all applicable modifiers from the list below.
CONDITIONAL MODIFIERS
Teacher's Skill Rating in Skill being taught less than 50: -20
Teaching Intuitive Skill: +20
Teaching Learned Skill: 0
Ample time (10 or more days): +20
Sufficient time (5 days): 0
Inadequate time (2 to 3 days): -20
Extreme time pressure (1 day or less): -60
If the Task Check is successful, the character gains the Skill at a
Rating of 20 or the characters default, whichever is highest.
Otherwise, the time and money invested have been wasted; the
character can start again, but may need to spend additional Gil to
FINAL FANTASY THE ROLEPLAYING GAME 35
continue learning. A Critical Failure typically means that an accident
occurred during the learning process, with results left to the GM's
discretion. This may leave an NPC teacher unwilling to deal with the
character again, forcing the character to find a new instructor. In the
event of a Critical Success, the character has an unexpected
breakthrough, halving the time needed to learn the Skill. Only one
Skill at a time may be learned in this manner.
RESEARCH
Instead of learning a new Skill from another person, a character can
also attempt to pick it up from magazines, books, or computer
programs. If the character does not have access to the materials
they need to do their research, they must buy or obtain them
beforehand. Research materials have an Availability Rating of 90 by
default, though this may be lowered for unusual or specialized Skills;
suggested costs have been given below.
CHARACTER'S LEVEL COST PER SKILL
1 20 300 G
21 30 750 G
31 40 3000 G
41 50 7500 G
Learned Skill 500 G
Once the materials have been obtained, the character must make a
Task Check against Inquiry. To determine the Conditional Modifier for
this Task Check, add together all applicable modifiers from the list
below.
CONDITIONAL MODIFIERS
Researching Intuitive Skill: +20
Researching Learned Skill: 0
Ample time (10 or more days): +20
Sufficient time (5 days): 0
Inadequate time (2 to 3 days): -20
Extreme time pressure (1 day or less): -60
If the Task Check is successful, the character gains the Skill at a
Rating of 20 or the characters default, whichever is highest.
Otherwise, the character's materials are insufficient; the character
can start again, but may need to spend additional Gil to acquire new
material. A Critical Failure typically means that an accident occurred
during the learning process, with results left to the GM's discretion.
In the event of a Critical Success, the character has an unexpected
breakthrough, halving the time needed to learn the Skill. Only one
Skill at a time may be learned in this manner.
EXPERIENCED CHARACTERS
Though most of the FFRPG assumes that a character will begin a
game at Level 1 and work their way up the ranks, a GM may wish to
start characters off at a higher Level. There are two ways to do this.
The most accurate involves creating a Level 1 character, then
manually leveling them up until they have reached the appropriate
Level, calculating HP and MP gains as appropriate. However, this
method requires a considerable amount of time and effort, making it
impractical for most players. For this reason, the following pages
present a fast-track method for creating higher-Level characters
on the fly. For the most part, the player should continue to follow the
steps outlined in this chapter; the salient changes run as follows.
Attributes
Experienced characters have 40 + (LVL-1) Attribute Points to divide
between the six Attributes, following the same one-to-one ratio as in
normal character creation. The absolute limit for any Attributes
value is equal to the Racial Maximum in that Attribute plus their
chosen Jobs bonus. For instance, a Human Monk would be able to
raise their STR to 25 10 for the Racial Maximum, plus 15 for the
Job bonus.
Combat Statistics
Combat Statistics are generated as normal, with the exception of Hit
Points and Magic Points. These are generated using the following
formulas:
30 + VIT + (Level x Hit Die) + ((VIT / 2) x (Level - 1))
10 + SPR + (Level x Magic Die) + ((SPR / 2) x (Level - 1))
Both formulas use the median value of Jobs Hit and Magic Dice
rather than a roll. A Job with a d10 Hit Die, for instance, would have
a value of 5, while a Job with a d6 Hit Die would have a value of 3.
As at character creation, any Job without a Magic Die will have 0 MP,
regardless of their Spirit.
Skills
An experienced character receives a number of Skill Points equal to
those received by a Level 1 character of their chosen Job, plus a
bonus of 10 x (Level - 1) Points. They also receive the standard
160 Points for Language* and Lore* Skills with Common Tongue
at a Rating of 50 and Awareness at 30 for free plus an additional
6 x (Level - 1) Points for Language* and Lore* skills. Skills still have
a minimum Rating of 20, but can have a maximum Rating of up to
48 + (2 x Level), with an absolute maximum of 100.
Equipment
Experienced characters receive more Gil for buying equipment and
items; at higher Levels, they will also have access to equipment not
FINAL FANTASY THE ROLEPLAYING GAME 36
normally purchasable by starting characters. The table below gives
recommended benchmarks for Gil awards, as well as suggested
Availability limits for starting equipment.
Table 2-5: Starting Gil and Equipment
LEVEL GIL AVAILABILITY EQUIPMENT
1 500 91% ---
2 600 90% ---
3 800 89% ---
4 1100 88% ---
5 1500 87% ---
6 2000 86% ---
7 2750 85% ---
8 3500 84% ---
9 4250 83% ---
10 5000 82% ---
20 15000 70% ---
30 30000 57% ---
40 40000 45% ---
50 40000 32% 1 Artifact
65+ 40000 13% 2 Artifacts
1 Legendary
For characters with Levels between these benchmarks, use the table
below to determine exact values. Round down for purposes of
determining Availability Ratings.
Table 2-6: Level-Specific Adjustments
LEVEL GIL PER LEVEL AVAILABILITY PER LEVEL
11 20 +1000 -1.25%
21 30 +1500 -1.25%
31 40 +1000 -1.25%
41 50 --- -1.25%
51 65 --- -1.25%
Once all this has been done, all that remains is for the player to
choose their equipment. For instance, a character created at Level
14 would have 9000 Gil in spending money 5000 for the Level 10
default, plus an additional 1000 for Levels 11 through 14 and
would be able to buy equipment with an Availability Rating of 77% or
greater.
EXPERIENCED ENGINEERS
At Level 1, Engineers receive a 'stipend' of 100 Gil with which to put
together a starting Invention. Engineers starting at a higher Level
receive a larger stipend; its exact value is given on the table below.
Note that a Level 65+ Engineer also receives one free Artifact Part
of their choice to use in a starting Invention.
Table 2-7: Invention Stipends
LEVEL INVENTION STIPEND ARTIFACT PARTS
1 100 ---
2 120 ---
3 160 ---
4 220 ---
5 300 ---
6 400 ---
7 550 ---
8 700 ---
9 850 ---
10 1000 ---
20 3000 ---
30 6000 ---
40 8000 ---
50 10000 ---
65+ 10000 1
For characters with Levels between these benchmarks, use the table
below to determine exact values.
Table 2-8: Invention Stipend Details
LEVEL RANGE GIL PER LEVEL
11 20 200
21 30 300
31 40 300
41 50 200
51 65 ---
Magic
Characters capable of using Black, White, Red, or Time Magic gain
starting Spells as normal, plus any additional Spells their Level would
qualify them for, as listed in their Job profiles. As with starting
characters, characters with Blue, Call, or Summon Magic generate
their Spell lists in a slightly different fashion.
BLUE MAGIC
Generate starting Spells as per standard character creation. Once
the initial selection has been made, the character can take up to
(Level / 3) additional Spells chosen from the Blue Magic list. While
any combination of Spells can be picked in this fashion, no Spells
MP cost should exceed the limits given below.
Table 2-9: Blue Magic Limits
CHARACTER'S LEVEL MAXIMUM MP COST
1 16 18
17 24 27
25 32 40
33 40 50
41 48 119
49 56 139
57+ ---
FINAL FANTASY THE ROLEPLAYING GAME 37
CALL MAGIC
Generate starting Calls as per standard character creation. Once the
initial selection has been made, the character can take up to (Level /
8) additional Calls chosen from the Summon Magic list. While any
combination of Calls can be picked in this fashion, no Calls MP cost
should exceed the limits given below.
Table 2-10: Call Magic Limits
CHARACTER'S LEVEL MAXIMUM MP COST
1 8 21
9 16 52
17 - 24 77
25 32 90
41 48 125
49 56 176
57+ ---
SUMMON MAGIC
Generate starting Summons as per standard character creation.
Once the initial selection has been made, the character can take up
to (Level / 12) additional Summons chosen according to the list
given below.
Table 2-11: Summon Magic Limits
CHARACTER'S LEVEL SUMMONS MADE AVAILABLE
1 11 Valefor, Lakshmi, Remora, Ifrit,
Shiva, Ramuh, Sylph, Siren, Titan,
Kirin
12 24 Cait Sith, Fairy, Atomos, Fenrir,
Diabolos, Bismarck, Pandemonium,
Syldra
25 36 Asura, Mist Dragon, Quetzalcoatl,
Salamander, Catoblepas,
Jormungand, Tritoch, Phantom,
Unicorn, Carbuncle, Golem
37 48 Seraphim, Ark, Doomtrain, Hades,
Kjata, Alexander, Anima, Cerberus
49 60 Phoenix, Typhon, Leviathan, Lich,
Madeen, Odin
61+ Bahamut, Crusader, Magus Sisters,
Yojimbo
CHAPTER GLOSSARY
The following list recaps some of the most important concepts
introduced in this chapter for quick reference.
Advantage. A character quirk that affects the characters combat
performance in a positive way.
Attribute Cap. Maximum value an Attribute can have. Determined
by Job and Race.
Attribute Point. Points that can be spent on defining and
increasing the characters Attributes.
Disadvantage. A character quirk that affects the characters
combat performance in a negative way.
Hit Die. Die rolled to determine a characters Hit Points.
Magic Die. Die rolled to determine a characters Magic Points.
Racial Maximum. A hard limit on starting Attributes defined by a
characters choice of race.
Skill Aptitude. A category of Skills a character can learn at a
reduced rate due to their training in that field.
Skill Point. Points that can be spent on defining and increasing the
characters Skills.
FINAL FANTASY THE ROLEPLAYING GAME 38
III
_____________________
RACES

I'm becoming less human


Vincent Valentine
FINAL FANTASY VII
Heroes in the worlds of Final Fantasy can be both human and more
than human. Over the course of many games, the mantle of world-
saviour has variously fallen on the shoulders of rat-girls, cat-robots,
feral Yeti, lion-men, moon-people and creatures too strange to
describe in just a handful of words. Accordingly diverse are the
options available to FFRPG characters. Over the next few pages,
players will find a representative, if by no means complete sampling
of the races and species which populate the Final Fantasy universe.
Others, like the aquatic Hypello or the enigmatic Gurgans, have
been left for future works to cover. GMs interested in adding more
races to their games can find concrete advice for doing so in
Chapter 10.
RACIAL ATTRIBUTES
For references sake, the following table recaps the Racial Maximums
first presented in Chapter 2. More details on Maximums and their
effect on character creation and advancement can be found there.
Table 3-1: Racial Maximums
RACE STR VIT AGI SPD MAG SPR
Human 10 10 10 10 10 10
Bangaa 12 12 10 9 9 8
Creimire 8 10 13 11 9 9
Dwarf 10 13 10 8 9 10
Elf 13 13 7 9 7 11
Galka 11 15 10 9 8 7
Mithra 9 9 12 12 9 9
Moogle 8 6 11 12 11 12
Nu Mou 10 9 10 7 12 12
Qu 10 11 6 7 13 13
Ronso 12 13 9 7 12 7
Tarutaru 6 7 9 11 12 15
Varg 11 8 12 13 8 8
Viera 12 6 12 12 12 6
Yeti 13 15 6 9 7 10
HUMAN
Also known as Humes. On any given world, Humans will inevitably be
the dominant race; wildly diverse and infinitely tenacious, their ability
to make a home in even the most inhospitable of environments has
made them the standard against which all other races are
measured.
VitAL Data
Representatives: Firionel (FFII), Luneth (FFIII), Kain Highwind
(FFIV), Bartz Klauser (FFV), Setzer Gabbiani (FFVI), Tifa
Lockheart (FFVII), Zell Dincht (FFVIII), Beatrix (FFIX), Auron
(FFX), Basch fon Ronsenberg (FFXII)
Typical Height: 1.6 1.8m (Male) / 1.5 1.7m (Female)
Typical Weight: 80 97kg (Male) / 73 94kg (Female)
Hair Colors: Blond, black, brown, red, white
Eye Colors: Green, brown, blue
Habitats: Any
Lifespan: 60 80 years
Young - 6 10 years
Average - 18 25 years
Old - 60 70 years
Society
As it develops, Human society inevitably gravitates towards
government of the masses headed by a single leader. In primitive
societies, this may be a village headman, high priest or king; in more
advanced circles, a President or Prime Minister. As a result, the
character of a society tends to reflect in its leadership; an altruistic
king begets a benevolent populace, whereas power-hungry
emperors typically breed a harsh and militaristic one.
Stratification is a common feature of human civilization, pitting rich
against poor, believers against non-believers, aristocracy against
peasantry, education against ignorance. This often leads to deep
and powerful inequalities; class can be as much of a identifying and
motivating factor as a spark for conflict.
Roleplaying
Human personalities are largely shaped by upbringing and social
backgrounds, and can be as varied and complex as the cultures that
spawned them. Background, too, affects choice of profession;
characters from rough-and-tumble surroundings may turn to the
FINAL FANTASY THE ROLEPLAYING GAME 39
sword or a life of crime to make ends meet, while those with
wealth and education seek out loftier callings. Interaction between
different social strata can be fraught with tension; for rich
sophisticates, the lower classes are ignorant boors, while the poor
view the wealthy as arrogant and utterly detached from reality.
Most Humans speak Common Tongue as a first language, with
regional accents ranging from the mild to the incomprehensible; a
trained ear can often pick out a speakers nationality and education
with only a handful of sentences. Name-wise, Humans are a
fantastically varied lot; though culture is assumed to play a
significant role in name selection, most Final Fantasy characters
draw on a predictable, relatively limited set of real-world cultures.
Traditionally, English is the most common choice; no matter how
mundane they may look to native speakers, British- and American-
influenced names like Locke Cole, Cecil Harvey. or Barret Wallace
hold a certain exotic appeal to the Japanese. Look and sound of
words are both important considerations, as is the ability to reflect
the characters personality. Sometimes, this results in names like
Squall Leonhart, Cloud Strife, or Ashley Riot, combinations that
native English speakers would perceive as bizarre, if not outright
nonsensical.
Classical references as found in names like Beowulf Kadmus or
Edgar Figaro are another fertile source of material. Beyond
English, languages such as German, French and to a lesser extent,
Italian, are also popular fodder for heroes. Examples of the latter
can be found in series names like Seifer Almasy, Bartz Klauser, Ritz
Malheur, Adelbert Steiner, and LeBlanc. Oriental names such as
Yang Fang Leiden and Yuffie Kisaragi are also a possibility for
cultures specifically modeled after China or Japan.
Invented or pure fantasy names in the series are short and to the
point, as is the case with Vaan, Galuf, Refia, or Selphie. The more
elaborate names generally associated with the fantasy genre in the
West such as Mesdoram Elmdor or Draksmald Goltana are
employed sparingly in Final Fantasy games.
BANGAA
A gruff, athletic lizardfolk renowned for its temperament. Bangaa are
burly, muscular creatures caught in a permanent stoop; hard scales
cover their bodies, while their snouts are jammed with razor-sharp
teeth capable of rending and tearing with terrible ease. Though they
may seem ponderous, Bangaa are surprisingly nimble, and can
muster short bursts of speed where needed. Despite their reptilian
ancestry, Bangaa tend to grow 'whiskers' or facial hair as they age;
females have a prominent ruff of downy fur that covers their chests,
the only significant difference between the two genders.
Bangaa are excellent scouts and trackers, favoring smell and
hearing over sight. As a result, it is not uncommon to see Bangaa
wearing blindfolds as a fashion statement. Their long, loose-hanging
ears are split in two, giving them superior directional hearing; the
tips are often pierced or encased in metal. Tattoos are another
common decorative device, particularly among younger Bangaa;
these are generally drawn on the shoulders or under the eyes.
Despite their longevity, low breeding rates mean that Bangaa
population size remains relatively static. Four distinct sub-species of
Bangaa exist: the sharp-snouted, long-eared Sanga and Bista
colored gray-black and ochre respectively and the blunt-snouted,
short-eared Faas and Ruga, colored green and sand-brown.
However, interbreeding has created a plethora of hybrids over the
centuries whose skin colors can range from white to deep blue.
VitAL Data
Representatives: Ba'Gamnan (FFXII)
Height: 1.6 1.9m (Male/Female)
Weight: 90 110kg (Male/Female)
Skin Colors: Gray-black, ochre, sand-brown, green, blue, white
Eye Colors: Black, blue
Habitats: Mountains, Deserts, Cities
Lifespan: 100 120 years
Young - 10 20 years
Average - 30 60 years
Old - 80 100 years
Society
Since ancient times, Bangaa have believed that an individual's
species determines temperament and suitability for certain
professions, giving rise to a rigid caste system. Traditionally, the
sand-brown Ruga have acted as hereditary priests, lawmakers and
leaders while the tough-scaled Faas whose name literally
translates to warrior in the Bangaa tongue served as their
fighters and enforcers. The Sangaa occupied the next tier; theirs
were the mundane occupations of farmer, worker and craftsman, the
glue that kept Bangaa society bound together. The lowest of the low
were Bista merchant caste, tolerated for their importance in a
functioning society, but despised for drawing their profits from the
work of others while contributing little of meaning in return.
At one point in time, these castes were absolute; once born into a
profession, it was impossible to leave it without abandoning Bangaa
society altogether. However, the difficulty of integrating hybrid
species and the influence of other races have done much to break
down the old caste lines in recent years. Though more conservative
Bangaa, particularly the Ruga, follow the traditions to the letter,
most adopt a more relaxed attitude; even those whose professions
follow their caste generally don't begrudge their children for wanting
to diversify.
While the Bangaa associate with almost all other races, they tend
to be most comfortable around humans; the two races share a
significant amount in terms of temperaments, attitudes, and cultural
development. Prized for their strength and tough-as-leather
constitution, Bangaa living in human circles can easily find
employment as soldiers, guards, gladiators, and in the case of the
more dim-witted specimens brute physical labor.
FINAL FANTASY THE ROLEPLAYING GAME 40
Roleplaying
Bangaa tend to be arrogant and boastful creatures, acting as if in
the throes of a permanent ill temper. Though sometimes
characterised as slow-witted or primitive, their intelligence is on par
with that of humans. Furthermore, they can be extremely spiritual
creatures, with a pious edge that may surprise those who think of
them as barely-restrained berserkers.
Bangaa in human societies quickly pick up their hosts' mannerisms
and gestures, resulting in body language that occasionally borders
on the comical. Due to their vocal structure, Bangaa tend to speak
Common Tongue in a slurring or guttural fashion, an impediment that
makes it difficult for them to master the often complex incantations
required for higher-level magic. As a result, the spells used by Ruga
Bishops the only serious Bangaa spellcasters are unique ones
created specifically to circumvent pronounciation problems.
Though they are distantly related to the Lizardman race, Bangaa
hold their relatives low intellect and barbarous lifestyle in utter
contempt; as a result, only those with a death wish would dare refer
to them as lizardman within earshot. Unsurprisingly, 'lizard' is an
even worse insult to them on par with calling a human 'monkey,'
though only the fiercest of men could match the violence of a
Bangaa's reaction in this regard.
'Common' Bangaa names are composed of two syllables, and tend
to have a slightly harsh sound to them. Sample monickers include
Rinok, Batahn, Eleono, Mouni, and Burrogh. In some cases, a two-
letter honorific may be added before the name, separated by an
apostrophe; examples of this include Ba'Gamnan and Va'Kansa.
The letter 's' is almost never used in Bangaa naming.
CREIMIRE
Smaller and slighter than humans, Creimire trace their ancestry back
to rats and mice, a fact made readily apparent by their physical
appearance; at first glance, an unkind observer would be tempted to
dismiss them as vermin whove mastered the art of walking upright.
Closer inspection reveals a few key differences, however. Creimire
teeth are sharp, but lack the elongated incisors so typical of most
rodents; their skin is smooth and almost entirely hairless, and tends
to be gray or brown in coloration. Though they retain the sensitive
snounts of their ancestors, Creimire do not sport whiskers; their
ears are large and upraised, giving them a certain rabbit-like air. In
combat, they are more likely to rely on their hearing than their
relatively weak eyesight, a fact that gives them an edge in dark and
confined quarters.
Unusual too are their double-jointed legs and wide feet, both of
which are capable of absorbing tremendous kinetic energy; with
training, Creimire can leap distances nearly three to four times
higher and wider than their human counterparts and survive
substantial drops with almost no ill effects.
VitAL Data
Representatives: Freya Crescent (FFIX), Iron-Tail Fratley (FFIX)
Typical Height: 1.5 1.7m (Male/Female)
Typical Weight: 73 94kg (Male) / 69 88kg (Female)
Hair Colors: Blonde, brown, gray, white, black
Eye Colors: Gray, green, brown
Habitats: Forests, Mountains, Underground
Lifespan: 40 50 years
Young - 4 6 years
Average - 14 22 years
Old - 35 40 years
Society
Creimire are a highly community-oriented race; to them, ties of
family, neighborhood and settlement are stronger than iron. Even in
larger towns and cities, Creimire will look after a neighbors children
as if they were their own, with the firm understanding that said
neighbor would do the same for them if the roles were reversed.
Young Creimire thus grow up with a wide network of aunts and
uncles, many of whom will continue to support the child in his later
years.
The Creimire continue to practice the animistic nature-worship of
their ancestors, the adherents of which fall into three groups.
Seniormost are the seers and oracles, who are trained to recognize
the flow of the future in the movement of clouds and sand, in the
cycle of the moon and sun, in the health and sickness of the land.
Long periods of training are required to even divine from one such
natural phenomenon; as a result, seership tends to be fiercely
specialized, and oracles stake out a claim to a given area of
divination relatively early in their careers. By tradition, the only ones
allowed to infringe on this territory are the oracles chosen
successors, and then only for the duration of their training; should
the oracle die without appointing someone to replace them, the
eldest seer assumes control of their duties.
The second, and largest body of practitioners is the Creimire
priesthood. Compared to the seers, the priest's lot is far more
mundane, largely revolving around mediating community disputes
and advising kings and leaders in times of strife. Priests also serve
as historians and cultural guardians; Creimire keep little in the way
of written history, but have a long and proud oral tradition
maintained primarily by the priesthood. It is the priest's role to offer
the community a link to the deeds of its ancestors; for this reason,
they are subject of significant veneration.
The third group is the one encountered most frequently in day-to-
day Creimire life: bards and dancers. Much of the importance
Creimire culture places on dance and song can be traced back to
ancient religious rituals in praise of sun and nature, many of which
were carefully preserved by the Creimire priesthood. Over the
generations, many new dances have been derived from the old ones,
reworking the magic that empowered circle ceremonies and solstice
celebrations into the demands and occasions of everyday life. At
births, such rituals ensure the newborn a healthy and prosperous
FINAL FANTASY THE ROLEPLAYING GAME 41
life; at wakes and funerals, a safe passage into the next world. Even
purely social dancing also derived from these rituals, though
lacking their occult potency is an important cement for Creimire
relationships; such events, usually undertaken to the
accompaniment of pipes or harp, form the highlight of almost any
social calendar.
As might be expected, the three-tiered religious system creates a
delicate interdependency that has all parties working together for
the communitys benefit. The start of the sowing season sees Sky
Oracles search the clouds for future signs of rain and drought whilst
Earth Oracles monitor the fertility of the soil. Once the days of
planting have been established, elaborate displays of song and
dance aim to ensure a healthy, rich crop in the coming months.
Similar group efforts mark the harvest season and oncoming winter.
Roleplaying
While generally friendly, common Creimire tend to be forthright and
action-oriented, a fact that gives them a reputation as impulsive,
pugilistic creatures amongst other races. They have little patience
for subterfuge and double-talk, speaking their mind with scant
regard to the consequences. What's more, they rarely back down
from a challenge even if the odds are stacked against them as a
result, competitions and games of skill are a particular draw. Priests
and oracles tend to be more aloof; in the case of priests, the air of
indifference reflects their role in the Creimire community; the trained
and absolute neutrality expected of a reliable arbiter and lawmaker.
Rat-face After I finish my drink,
Im going to kick your butt.
Freya Crescent
FINAL FANTASY IX
Those who can avoid the social pitfalls find the Creimire to be an
accommodating and gregarious race; hospitality, particularly
towards strangers, is considered to be of the utmost importance.
While committed as fighters, more relaxed times show the Creimire
as fun-loving, social and wryly humorous creatures, fitting readily
into almost any adventuring group.
Smell plays an important role in social interaction; to a Creimire, a
persons odor sends as many messages as their appearance, if not
moreso. Although no longer capable of producing the potent and
complex chemical signals of their animal ancestors, many Creimire
use perfumes and colognes to accomplish the same purpose.
Creimire speak Common Tongue with a mild accent; names tend to
lean towards traditional English and Gaelic examples include
Shannon, Donnegan and Kildea for females and Dan, Gray and Kal
for males.
DWARF
No knows for certain how long ago the Dwarves descended to the
underground, but generations bathed in the sickly glow of magma,
skirmishing against tunneling predators, and braving the hazards of
gas pockets, tremors, and cave-ins have produced a race perfectly
suited to the challenges of their adopted home. A Dwarfs body isnt
so much small as compact, a stout, hairy package of muscle whose
size belies unusual strength and toughness. Their eyes are golden
and luminous and their skins dark as coal, blending easily with the
gloom of a cave or tunnel.
While the majority of the Dwarven race lives and works
underground, surface-dwelling Dwarves do exist. These rare tribes
of outcasts and rebels subsist largely on agriculture and strip-
mining, grouping into small villages run by human-like councils in
direct defiance of Dwarven tradition. Though physically similar to
their subterranean brethren, the gradual readjustment to sunlight
and open areas has given rise to an ungainly, olive-skinned race
regarded as untouchable by true Dwarves.
A third group are the 'sub-surface' Dwarves that live in natural
caves and caverns connected to the surface. Regular exposure to
sunlight prevents them from developing the dark skin of their deep-
dwelling cousins, though their culture is much the same; physically,
they resemble smaller, stouter humans with sharp, pronounced
noses.
VitAL Data
Representatives: Nerrick (FFI), King Giott (FFIV)
Typical Height: 1.2 1.4m (Male) / 1.1 1.3m (Female)
Typical Weight: 71 80kg (Male) / 55 60kg (Female)
Common Hair Colors: Brown, blond, gray, white
Common Eye Colors: Golden
Habitats: Mountains, Hills, Underground
Lifespan: 70 90 years
Young - 10 15 years
Average - 25 40 years
Old - 70 80 years
Society
Dwarves tunnel almost compulsively, driven by population pressure,
precious ore, or simple curiosity to expand their caverns time and
again. Even on his own, a single Dwarf can easily burrow for miles at
a time; given enough time, Dwarven excavations will honeycomb
entire worlds. Many Dwarven cities began life as outposts of a larger
kingdom but splintered into self-sufficient settlements through time,
distance, or natural disaster; generations of isolation turned them
into extended families united by blood, a fact that accounts for the
close-knit nature of Dwarven society.
Dwarven clans can number anywhere between five to several
hundred; most make their living through the mining and refining of
ore, trading with other Dwarves and surface-dwelling races to obtain
needed supplies. As a result, many clans are devoted to a single
craft like mining, smelting, tanning, or engineering. Nearly every
member of the clan has a niche to fill, beginning training as early as
childhood; most learn their craft from an older, more experienced
relative, and are expected to follow their profession for the
FINAL FANTASY THE ROLEPLAYING GAME 42
remainder of their lives. Surprisingly few Dwarves actively resent
this; the vast majority desires nothing more from life than to pursue
their trades, honing them with the ultimate intention of passing on
their knowledge to the next generation of craftsmen.
Within each clan-family, seniority is the prevailing law; the eldest
Dwarves determine how resources are allocated, where tunnels are
dug, which clan-members are apprenticed to the familys craftsmen
and warriors. Only the largest clans have a formal King, usually
chosen from the elder members of influential families and
strengthened in influence through strategic intermarriage. This rule-
by-kinship approach may explain why Dwarves have no formal law
enforcement to them, crime and punishment are a family affair
rather than a governmental one. Even then, Dwarven criminals are
rare. Those who commit a crime are expected to turn themselves or
voluntarily choose exile; all but the rarest do. In other societies, this
would be a surefire recipe for anarchy, but the Dwarven psyche is so
steeped in the virtues of honor and duty that rebellion is almost
unheard of.
Rally-ho!
Dwarven Villager
FINAL FANTASY IX
Seeded as it is with superior metalworkers and fighters, the
Dwarven population is capable of mustering powerful, well-equipped
armies if the situation demands it. In many ways, the army acts as a
release valve for the rigid Dwarven society, absorbing malcontents
that cant be placed within the traditional craft-caste system. Though
respectable in hand-to-hand combat, Dwarves prefer the use of
explosives and machinery, and readily employ both in large-scale
conflicts.
Roleplaying
Dwarven culture breeds stoic, reliable individuals willing and able to
endure any amount of hardship. While they are fiercely loyal to their
families and elders, Dwarves generally welcome outsiders and make
personable companions for any adventuring group.
Dwarves readily speak Common Tongue, though their isolation
from the outside world means that many clans are not quite up to
speed with the latest linguistic developments. The result is a a
thickly-accented, highly archaic variation of Common Tongue called
Brogue. Though anyone versed in Common Tongue is capable of
communicating with a Dwarf, the idiosyncratic vocabulary and
pronunciations of Brogue often throw a spanner into the
conversation.
'True' Dwarves have excellent dark-vision, resistance to extreme
temperatures and a keen awareness of potential hazards. However,
they have little experience with the surface world, and will suffer a
period of disorientation once they venture above ground for the first
time. In most cases, this manifests itself as a mild agoraphobia and
clears within a matter of days. Only in rare cases does the shock of
the transition cause lasting damage.
The largest handicap for 'true' Dwarves is their poor tolerance
towards daylight; most resort to protective eyewear to overcome the
inevitably blinding effects of the sun. Surface- and sub-surface
dwelling Dwarves generally have several generations worth of
exposure and suffer no such problems. Water, however, is a universal
hazard; due to their physiology and dense bodies, Dwarves have
tremendous difficulty swimming.
Dwarven names tend towards the classical English, with clan
names replacing surnames. Each clan-family adopts its name from
its primary area of trade or family profession, giving rise to
monikers like David Heavenguard, Matthew Watchman, Derrick
Stonehammer, Darcy Skywatcher and Jinkus Emptybottle.
ELF
Known as the Elvaan in their own language, these tough humanoids
are an old and dying race; on many worlds, Elves are already extinct,
leaving only a legacy of finely-crafted artifacts and fairy tales. Yet it
is the Elves themselves that bear the ultimate responsibility for this
tragedy, for the fierce arrogance and natural ennui, the bitter civil
wars and protracted conflicts with other races that become their
downfall in due time.
Though they resemble humans, Elves are taller and more robust,
with long necks and oval faces. Their skins are darker than the
average humans, ranging from light tan to a bronze or copper color.
Their best-known features, however, are their pointed ears, which
protrude from their heads at lengths between fifteen and twenty
centimeters.
VitAL Data
Representatives: Astos (FFI), King Destin (FFXI)
Typical Height: 1.8 2.1m (Male) / 1.7 2.0m (Female)
Typical Weight: 80 97kg (Male) / 71 80kg (Female)
Hair Colors: Blond, black, gray, red
Eye Colors: Gray, green, brown
Habitats: Any
Lifespan: 100 120 years
Young - 12 18 years
Average - 28 40 years
Old - 80 100 years
Society
Elven civilisation is highly developed, yet regimented to extremes a
draconian perfection achieved centuries ago, and perpetuated ever
since. For its citizens, lawfulness, order, and obedience to the state
are the cardinal virtues; to this end, most Elven nations sport an
extensive army as well as a well-staffed civil police force. Both of
these depend heavily on levies, with all able-bodied Elven citizens
receiving at least some level of training in arms; should the time
come for an Elven nation to march to war, the line is held not by the
knights of the royal families, but by the citizens militias.
FINAL FANTASY THE ROLEPLAYING GAME 43
Leadership within Elven society is shared by aristocracy and
priesthood in a complicated arrangement of mutual benefits.
Prodigious Elven lifespans mean that rulers reigns can stretch fifty
years or more, leaving eligible regents and heirs with plenty of time
to engage in courtly intrigue over the succession. In most cases,
these squabbles are invisible to the general population, but when
the participants choose to fight with weapons instead of words, civil
war is almost inevitable. Though the king theoretically derives his
divine right to rule from his ancestry, frequent in-fighting among the
aristocracy means that rulership typically falls to whoever can get
the clergy on their side after the dust has settled.
This deep-seated instability coupled with the dangers of the
world at large has contributed significantly to the Elves' mastery
of warfare. It was the Elves who first turned their attention to the
defensive properties of mythril, who realised the deadly potential of
a composite bow in the hands of a seasoned archer and married
these insights with potent magic to create a series of powerful relics
and accessories. As a result of this, Elves have a legendary
reputation as craftsmen; equipment of Elven manufacture is both
prized and sought-after, and in the right hands may outlast its
creators by centuries. Elves were also among the first to
domesticate the Chocobo riding-bird, and can field exceptional
cavalry in times of crisis.
Special mention must be made of the so-called 'Dark Elves,' tragic
individuals who turn to black magic in pursuit of longevity and,
ultimately, the hope of escaping extinction. Adventurers can find
Dark Elves lingering in caverns and dungeons centuries after their
'pure' brethren have faded into obscurity, stealing magical items and
draining their power to further extend grossly-inflated lifespans.
However, these creatures are nothing more than mere shadows of
their former selves, bodies bloated and corrupted into monstrous
forms by the very power sustaining them. Such creatures are
anathema to true Elves, who will spare no effort in eradicating
them if discovered. For this reason, Dark Elves have become
unusually adept at disguising their true identities, often covertly
operating in the very societies seeking to destroy them.
Roleplaying
Pride is at the root of the Elven psyche. From early on, Elves are
taught to be proud of their race's accomplishments, the culture and
achievements in warfare that predate other races' by centuries at a
time. As a result, they treat other races with a haughty
condescension one that turns to out-and-out fury should that
'Elven superiority' ever be challenged. Tellingly, Elves have just as
little patience for their own kind; duels over slights and insults both
real and imagined are a common occurrence in Elven society, and
can set the stage for family feuds destined to last for a century or
more. Duellists usually favor the honorable sword over more
modern implements of war; for this reason, Elven swordmasters are
both numerous and impeccably skilled.
As the size of the Elven population shrinks, the race's natural
xenophobia becomes even more pronounced; non-Elves are no
longer beings to be pitied, but an army of potential enemies waiting
for the right moment to strike. Under these circumstances,
adventuring Elves become a rarity, sent out into the mistrusted world
only on the direst of missions.
Elven names tend to have a distinctively French flavour to them.
Male names tend to be longer and more elegant, whereas female
Elves have shorter, more robust names. Sample names for males
include Guilerme, Excenmille, Rojaireaut, and Faurbellant; female
names include Ashene, Lusiane, and Camereine. Names of
mythological significance typically heroes of antiquity and
renowned warriors are popular for both genders; parents hope
the child will inherit at least some of their namesakes strength,
courage, and charisma.
GALKA
The heavyset Galka are consummate craftsmen; despite a brutish
outward appearance, they are not stupid by any stretch of the
imagination, excelling in mining, metalwork and other matters of
engineering. Their physical characteristics are an odd mixture of
animal influences; smooth, greenish-gray skin and a rigid, medium-
length tail a counterweight for their top-heavy frames hint at
reptilian ancestry, but their expressive faces are entirely ursine.
Unlike most other races, Galka have no gender, though their outward
appearance and manner is distinctively male. Many cultivate lavish
facial hair in their later years, often styling it in a wide range of
outlandish shapes.

VitAL Data
Representatives: Raogrimm (FFXI), Invincible Shield (FFXI)
Typical Height: 2.5 2.8m
Typical Weight: 160 220kg
Hair Colors: Black, brown, gray, red
Eye Colors: Blue, green, brown
Habitats: Deserts, Cities, Underground
Lifespan: 100 140 years
Young - 16 20 years
Average - 30 60 years
Old - 90 120 years
Society
The Galka may have once had a culture to call their own; if so, it has
been lost to history since the race's glory days, leaving a nomadic
people that makes its home in any society willing to accept them.
Finding such hosts is rarely difficult; as architects, artisans or simple
physical labor, Galka have the potential to easily drive an entire
economy. Unfortunately, their generally passive nature has made
them a prime target for exploitation by other races; it is not
uncommon to see Galka pushed too hard for too little pay and only
the barest regard for their well-being.
Though they have a complex spoken tongue, no written Galkan
language exists; the passage of history and culture is entrusted to
FINAL FANTASY THE ROLEPLAYING GAME 44
Talekeepers who act as a repository of ancestral memory.
Outsiders see Talekeepers as shamanistic fossils, spreading their
superstitions and fairytales in hushed tones. In truth, however, these
wizened Galka are key to a complex process that ensures their
races continued survival.
Few are aware that the Galka undergo a cycle of reincarnation; the
details of this process are nebulous even to the Galka themselves.
Though they visibly age and readily succumb to war, disease, or
starvation, actual deaths of old age are almost unheard of. Rather,
upon reaching a certain age, a Galka simply bids his friends and
fellows farewell, giving away what possessions and wealth he
acquired over the course of his life, and sets out into the wilderness.
The timing of this journey is carefully calculated through consultation
with the Talekeeper over a period of several weeks, during which
time the leave-taker is invited to speak freely and at length of his
life, his insights and achievements in the spirit of closure. Thus
unburdened, the Galka goes on his way, keeping only the clothes on
his back and the little he needs to keep his strength up on the
march.
Though the departing adult is never seen again, in time, a juvenile
Galka will arrive to seek the Talekeepers counsel, still innocent to
the ways of the world and his people. It is the Talekeepers
responsibility to ensure the newcomer is suitably indoctrinated, to
dispense the knowledge he needs to eventually fill his predecessors
shoes. An elder Galka will be assigned to act as the boys father,'
providing practical guidance and shelter. As the juvenile grows, he
meets with the Talekeeper time and again, gleaning more of his
purpose until he is at last a full member of Galkan society. For their
part, Talekeepers seem to be possessed of almost unnatural
longevity, reliably serving their purpose for generation after
generation.
Roleplaying
Though sometimes seen as slow-witted or apathetic, Galka are
creatures of deep emotion and rigid self-control. From early on, they
are taught to bottle up negative feelings such as anger, frustration,
and hatred, releasing them only in their final meeting with the
Talekeeper. In this manner, Galkan wisdom goes, the race is
protected from feelings that could ultimately destroy it. Fighting is
seen as an acceptable, albeit temporary outlet for pent-up anger;
inevitably, Galka that choose to take up arms are the most troubled
of their kind, permanently torn between reason and rage with fear
of death as the only mitigating influence.
Death itself is a powerful racial terror; Galka felled by war or disease
are forever gone in both body and memory, with no possibility of
replacement. Conflict is avoided rather than plunged into head-first;
faced with a potentially infinite lifespan, Galka try to adopt a
detached world-view, outwaiting and outliving hardships instead of
tackling them head-on. To this end, most grievances are simply
swallowed and disagreements rarely voiced a fact that encourages
other races to calluously exploit the uncomplaining Galka.
This emotional self-control can have dangerous results, however,
as feelings can bubble up in the most unexpected places. Some
Galka experience strong romantic stirrings, leading them to form
intimate, if ultimately platonic, bonds with other races; they may
even marry, although such arrangements are rare. While not strictly
taboo in Galkan terms, interracial relationships rarely end happily for
either participant, and are generally discouraged on a social level;
married Galka are usually subject to intense discrimination and
harrassment.
When living among other races, Galka rarely use their own tongue;
those who speak it tend to do so in a halting, awkward manner. The
majority adopt their names from the nicknames and epithets given to
them by other races rather than choosing their own, becoming
Vicious Eye,' Hound Nose, or Gold Skull often the first act of
submission a young Galka undertakes. Only a small portion are
named by their adoptive parents in accordance with the old
traditions; 'true' Galka names are harsh-sounding monickers
between one and two syllables in length, and include Khonzon,
Belizieg, Zhikkom, and Ghemp.
MITHRA
A hardy race of feline Amazons, natural-born hunters with refined
senses and graceful natures. Unlike the Varg or Ronso, Mithra
resemble humans with animal characteristics rather than vice versa;
their ears, eyes, noses, and tails are cat-like, but their bodies are
smooth-skinned and entirely human in proportion.
The Mithra are distinguished as a race by their deeply skewed
gender ratio; out of every ten births, only one on average will be
male. Centuries of imbalanced breeding have left the females toned
and slender, towering over their male counterparts in every respect;
both genders dress lightly to combat the heat, preferring bright,
colorful fabrics. Face-paint and tattoos, marks of status and
accomplishment in Mithra tribes, are common among older females.
Even Mithra living in more civilized countries use these decorative
devices; though their society evolves from day to day, some
traditions die hard.
VitAL Data
Representatives: Mayoh Comyujah (FFXI)
Typical Height: 1.4 1.6m (Male) / 1.5 1.7m (Female)
Typical Weight: 50 65kg (Male) / 55 75kg (Female)
Hair Colors: White, gray, brown, purple
Eye Colors: Gray, green, brown
Habitats: Jungles, Forests, Coasts
Lifespan: 40 60 years
Young - 5 7 years
Average - 14 22 years
Old - 35 40 years
Society
Mithra come together in small tribes dominated by a matriarchal
government, usually in the form of a tribal chieftainness or village
FINAL FANTASY THE ROLEPLAYING GAME 45
wise-woman. The tribe's day-to-day affairs, too, are entirely in the
hands of its females; theirs is the lot of the hunter, the fisher, the
crafter, the breadwinner. This structure is a product of simple
necessity; due to their scarcity, a tribes males are too valuable to
expose to the dangers of the world at large, and are generally
forbidden from leaving the village.
Though Mithra tribes are typically affable towards one another,
conflict over matters of resources, land and even fertile males is not
unheard of. While not overtly warlike, Mithra are always prepared for
a fight; to this end, each tribe formulates, practices, and refines its
own style of martial arts. Unlike typical fighting techniques, these
place less emphasis on improving ones body to meet the
requirements of the art and more on unlocking the maximum
destructive potential of ones current state. While unarmed combat
is used to some degree, most Mithra fighting styles are built around
weapons like knives, spears and staves; this allows even the sick
and elderly to put up a respectable fight when the situation demands
it. More importantly, practicality outweighs tradition here these
techniques are subject to constant refinement as new weapons are
discovered and more effective attacks developed.
This single-minded drive for improvement is not only reserved for
fighting, but also serves to make the Mithra skilled craftsmen,
navigators and astronomers, ever willing to seek a better way of
doing things. Despite this, Mithra tend to be distrustful of advanced
technology, particularly anything that involves the use of non-
renewable resources; to them, maintaining harmony with nature is
more important than fleeting comfort or convenience.
Roleplaying
Mithra are natural adventurers, combining natural curiosity and
energy with a laid-back, easygoing nature that makes them
amenable company on long journeys, though even the most patient
companion will eventually find his tolerance tested by the cat-girls
fondness of practical jokes and mischief. They do, however, have
their quirks, most notably in regards to the opposite gender;
although adventuring Mithra usually spend a fair deal of time around
normal gender relationships, they still tend to be protective of their
male counterparts in times of danger.
Mithra society is low-key, but not uncultured by any stretch of the
imagination; they love games and stories, have an affection for
dancing and the theatre, and a deep-seated respect for skilled
raconteurs and mimics. Though their feline natures leads some to
believe that Mithra hate water, they are excellent, nimble swimmers,
and waste no opportunity to demonstrate it.
Due to the relative simplicity of their own language, Mithra tend to
need a running start when it comes to learning Common Tongue.
Even those who have mastered it frequently end up rolling their rs
when speaking. Mithra names tend to have a distinctively Indonesian
flavour to them; first names tend to be kept to one or two syllables,
allowing the individuals name to be called quickly in situations where
a timely warning can mean the difference between life and death.
Examples of typical Mithra nomenclature include Kocho
Phunakcham, Soun Abralah, Ghosa Demuhzo, and Fyi Chalmwoh.
Mithra society also sets great stock in titles; the higher one climbs
on the social ladder, the more elaborate, lengthy and arcane their
ceremonial address becomes. Such titles are only used inside tribal
circles outsiders are rarely subjected to such staggering displays
of self-importance.
MOOGLE
Moogles are furry little semi-magical creatures -- one-part cat, one
part bear cub, a race for which the words disarmingly cute are all
but tailor-made. Though they sport tiny, bat-like wings, only the
smallest and slightest of Moogles can use them for flight; for most,
they are nothing more than decoration. Wings aside, the Moogles'
most distinguishing characteristic is the curious 'pom-pom
connected to the top of their heads by a small, thin stalk; its true
purpose is unknown, though some speculate that it may have
magical or telepathic properties.
Moogle fur is generally white and downy, though many mutations
and variations exist in the world; striped, brown and purple are
among the most common, but many others have arisen over the
years. Some Moogles also sport a thick 'ruff' of fur around their
neck; this feature tends to evolve in colder climates, and is usually
accompanied by a correspondingly denser coat of fur.
VitAL Data
Representatives: Mog (FFVI), Montblanc (FFXII), Hurdy (FFTA2)
Height: 0.9 1.2m (Male / Female)
Weight: 24 30kg (Male / Female)
Fur Colors: White, grey, brown, purple
Pom-Pom Colors: White, green, red, yellow, purple
Habitats: Forests, Mountains, Underground, Cities
Lifespan: 60 80 years
Young - 6 10 years
Average - 18 25 years
Old - 60 70 years
Society
Traditionally, Moogle tribes seclude themselves in small villages
hidden away in forests or caverns, subsisting on foraged nuts and
roots, their locations known only to those select outsiders who have
earned the tribe's trust. Such groups number anywhere between ten
and fifty; the oldest Moogle in the tribe usually acts as a nominal
leader, though group consensus guides most decisions.
This bucolic, carefree existence is balanced by a love of travel and
adventure. Once they come of age, many Moogles leave the safety
of their villages, embarking on journeys that can easily span the
breadth of the globe. What happens next depends on the individual.
Some find the outside world too chaotic, too confusing for their
liking; disenchanted, they return to the stable familiarity of their
villages. Others are captivated by the sights and opportunities of
their wanderings, and settle down in the company of other races.
FINAL FANTASY THE ROLEPLAYING GAME 46
Im kupo for kupo nuts!
Moguta
FINAL FANTASY IX
Moogles have an innate genius for social adapability no matter
how alien the society they find themselves in, it is only a matter of
time before they learn its ins and outs, picking up all the trappings
of civilisation along the way. Given their primitive backgrounds, the
degree to which Moogles excel in disciplines like engineering and
alchemy once exposed to them is nothing short of miraculous; their
latent ability in mechanics is such that other races use a special term
'Mooglecraft' to describe their creations. Out of respect for
those who have turned their backs on the outside world, however,
'civilised' Moogles make no effort to bring the marvels of progress
back to their native villages. As a result, every Moogle is given the
rights to pursue its own idea of happiness, whether bliss is found in
the boughs of an ancient tree or the guts of an airship.
Because Moogles settle according to their personal pilgrimages,
these small beings can be found almost anywhere in the world. In
spite of their scattered nature, Moogles still manage to maintain a
close-knit social network by regularly trading news and gossip from
city to city. This world-spanning 'Mognet' generates an incredible
amount of information so much so that entire mail services
flourish based solely on the correspondence between various
Moogles.
Roleplaying
The essence of the Moogle race lies in their adapability. Wild-living
Moogles survive by wielding a unconscious calming influence, a kind
of mild psychic compulsion that keeps wild beasts at bay. Their
natural foes are those creatures immune to this power, the most
fearsome of which is the aptly-named Moogle Eater. In civilised
surroundings, the Moogles' talent manifests itself in other ways; an
intense likeability, an unusual sense of empathy, and natural affability
that allows the Moogles to make themselves welcome anywhere.
Though mischievous, sassy, and occasionally sarcastic, Moogles
are incapable of genuine malice or cruelty a rarity among
intelligent beings. Base emotions such as hate, greed, and violence
are generally unheard of among the 'primitive' Mogri, and extremely
uncommon in expatriates. Because of this, Moogles are perhaps a
little more trusting of others than is strictly warranted, though
'trusting' doesn't translate to 'stupid' they have no patience for
cheaters and frauds, and will take steps to get even with anybody
who tries to take advantage of their good nature.
Despite the fact that their native tongue uses just a single word,
Moogles have a superb aptitude for languages, and many speak
Common Tongue. Their only trouble is a tendency to slip in the word
kupo in at random intervals, a linguistic quirk that even
experienced speakers can't seem to shake. Traditional Moogle
names are based on permutations of 'Mog' or 'Kupo.' Moguta,
Kumop, Mogryo, Kupek, Mogrika, and Chimomo are all prime
examples of this convention. Expatriate Moogles, on the other hand,
adopt monickers more in line with their host society, such as
Artemicion, Gurdy, Nono, Pilika, or Horne.
NU MOU
The Nu Mou are an elusive group of hunched, doglike creatures.
They are among the longest-lived races, but age early; as they
approach adolesence, Nu Mou quickly lose suppleness and muscular
flexibility, gradually becoming crooked, stooped adults incapable of
moving faster than a shuffle. Bound by these physical limitations,
they have become first-rate sages and intellectuals, channeling the
energy other races put into honing their bodies into sharpening their
minds.
Though they share a single name, there is a significant amount of
physical variety among the Nu Mou, to such an extent that some
naturalists believe the race encompasses two entirely separate
species. The most commonly-encountered Nu Mou are gray- or
brown-skinned, with long, floppy ears, elephant-like hides and
sunken nostrils on either side of the face. Others are smaller and
lighter-skinned, with brown, button-like noses, ears like a beagle's,
and prominent facial hair. Others still mix features of the first two,
though there are some physical constants; beyond the hunched
bodies, all sub-species share long, heavy tails topped with a layer of
coarse fur, small, four-fingered hands and three-toed feet.
VitAL Data
Representatives: Ivaness (FFXII), Ezel Berbier (FFTA)
Height: 0.8 1.1m (Male/Female)
Weight: 80 90kg (Male/Female)
Hair Colors: White, Blond
Eye Colors: Brown
Habitats: Mountains, Marshes, Plains, Hills, Deserts, Cities
Lifespan: 200 250 years
Young - 8 18 years
Average - 50 100 years
Old - 150 200 years
Society
Nu Mou civilization is based upon education to such an extent that
ties of learning are considered more important than even ties of
blood. Nu Mou are expected to leave their families at an early age
and find an older, more experienced mentor of their own accord,
training under his tutelage until they are themselves capable of
educating others. These mentors do not necessarily have to be Nu
Mou themselves; almost any being of exceptional wisdom and
learning can step into this role, provided they are willing to adopt
the student as one of their own. Neither will every seeker of
knowledge be a Nu Mou, as other races often revere the thick-
skinned beings for their depth of knowledge and aptitude as
sorcerors.
The relationship between instructor and pupil is expected to be a
FINAL FANTASY THE ROLEPLAYING GAME 47
familial one the student is given a new name, clothed, fed,
sheltered, and cared for as kin, while the teacher is accorded the
respect and obedience due any 'true' parent. Upon death, the
instructor's estate is divided up among all surviving apprentices;
books, scrolls, and other texts are inherited by the seniormost
members of the intellectual 'family,' with the understanding that they
will carry on the studies begun by their former teacher. Most Nu Mou
will only train one or two at a time, though the most learned and
renowned may have up to a dozen pupils living under their roof.
Because of the significant cost of sustaining an 'extended family,'
it is not uncommon for older Nu Mou to practice a craft or trade
alongside their intellectual pursuits, making a living with alchemy, the
appraising of ancient relics, or crafting enchanted items. Others may
become magical mercenaries, hiring their services out to
adventurers and monster hunters eager for added sorcerous punch
on their expeditions. However, the Nu Mou are careful to keep this
kind of freelancing within ethical boundaries profit is ultimately a
secondary consideration.
Due to their small population, Nu Mou society rarely extends
beyond individual villages and towns. Settlements almost always
develop around the dwelling of a single great teacher, accumulating
more residents as pupils begin taking on apprentices of their own
until a full-fledged community develops. Not every Nu Mou is
sedentary; surprisingly many adults take up a wandering lifestyle,
embarking on grand odysseys across the world in search of
knowledge and guidance. A cynical mind, however, might argue that
these nomads have other motivations just as a rolling stone
gathers no moss, a roaming Nu Mou rarely has to worry about well-
meaning apprentices begging him to teach them the ins and outs of
sagehood.
Roleplaying
A Nu Mou's demeanour is heavily influenced by their teachers. Those
taught by other Nu Mou are gentle, almost dispassionate creatures;
intellectuals to a fault, they may strike others as distant or impatient.
Due to their bodily shortcomings, they have a strong distaste for
physical violence, and almost never engage in melee combat. If
pressed to defend themselves, they prefer magic or diplomacy,
particularly through intellectual bribery. Their enormous wealth of
knowledge gives them significant leverage with other races, and they
do not shy away from using it if the need arises, though they are
careful never to reveal too much at once.
As they grow older, 'true' Nu Mou are likely to become more
concerned with the 'big picture.' Their longevity allows them to bear
first-hand witness to how one seemingly innocuous event can affect
the course of history, establish a great nation or bring ruin to an
entire peoples. For this reason, they may take on the mantle of
history's shepherds, safeguarding ancient artifacts, observing
obscure rituals, and intervening albeit discreetly in the natural
flow of events to ensure that dark powers are not allowed to gain
sway. Because of this, their actions and motives often seem
inscrutable to other races who lack the Nu Mous' long-term vision.
Nu Mou taught by Humans or other races, however, tend to adapt
their instructors' demeanour and outlook. Because they begin their
education at a young age, it is very possible for a Nu Mou to end up
at the mercies of a dark wizard or evil savant who gradually twists
the pupil, eventually transforming them into a creature of pure
malevolence. As a result of their innately magical natures, it is not
unheard of for Nu Mou to transform into demons, though individuals
who suffer this fate are usually killed by kinsmen who consider the
death an act of mercy.
Nu Mou benefit from strongly developed magical senses, and have
the unique ability to clearly see the flowing streams of elemental
energy fundamental to all spellcasting. This makes them particularly
adept at recognising areas of significant ambient power and
identifying magical items and artifacts whose function may not be
obvious at first glance.
A Nu Mou's name is assigned at an early age by a teacher,
resulting in a certain diversity in naming. Traditionally, however, Nu
Mou names are exactly three syllables in length, with an apostrophe
after the first syllable. A limited range of sounds are used in naming,
creating monickers that are often indistinguishable from one
another; examples include Ma'kenroh, Roh'kenmou, and Ma'kleou.
QU
Bloated, bone-white beings with clownish, button-eyed faces and
massive, lolling tongues, the asexual Qu are perhaps one of the
strangest races in existence. Omnivores by nature, the Qu have
managed to survive in their native swamps by being able to eat just
about anything, no matter how repulsive; though their repast of
choice is marsh frogs, in a pinch a Qu can content itself with trees,
rocks, wild animals, monsters... Despite popular rumors to the
contrary, they do, however, stop just short of putting other sentient
beings on the menu. Mostly.
As might be expected, their bodies have adapted according to the
needs of their environment and lifestyle. Long, muscular tongues
ensnare and capture prey, while three separate stomachs each
capable of temporarily expanding to five times its original size and
digestive juices acidic enough to burn a hole through adamantine do
the rest of the work.
VitAL Data
Representatives: Quina Quen (FFIX), Master Quale (FFIX)
Height: 1.5 1.8m
Weight: 160 200kg
Hair Colors: None
Eye Colors: White
Habitats: Marshes
Lifespan: 40 60 years
Young - 7 8 years
Average - 15 20 years
Old - 40 50 years
FINAL FANTASY THE ROLEPLAYING GAME 48
Society
Qu tribes make their homes in isolated marsh enclaves across the
world, gathering in numbers ranging from a few dozen to several
hundred, all depending on how many ravenous Qu the area is
capable of supporting. Qu society is hedonistic to a fault, with few
cares beyond eating and procreating thankfully, the intricacies of
Qu reproduction are a closed book to the outside world. As a result,
their culture has atrophied to the point where the guiding Qu
philosophy can be summed up in one statement: "World only have
two things: Things you can eat and things you no can eat." Social
interaction between tribes is limited to monthly exchanges of recipes
and ingredients and irregular cook-offs; for the remainder of the
year, each tribe lives in isolation, taking care of its own affairs.
Younger Qu are apprenticed to a more experienced Master at an
early age, under whose tutelage they are expected to learn the all-
important 'art of eating' the finding, preparing and consuming of
all varieties of foodstuffs. During this time, the apprentice is only
permitted to eat what they themselves can catch and cook; in this
way, the youngster is encouraged to be self-sufficient rather than
perpetually sponge off his elders. Once their knowledge is judged to
be sufficient, the apprentices become full-fledged Masters, ready to
pass their own culinary skills on to a new generation of Qu. However,
this process that can take many years, if not decades; those who fail
to pass muster are frequently ostracized from the swamp in the
hope that a change of environment and a little sampling of
international cuisine will spur the errant pupils back on to the right
path.
Must try eating before we give up!
Quina Quen
FINAL FANTASY IX
Masters, too, may leave the swamp in search of rare delicacies or
culinary enlightenment; such odysseys are considered part and
parcel of a Masters duties to his art, and serve as a tribes main
conduit to the outside world. As a result, it is not uncommon to find
wandering Qu employed as chefs and cooks, eagerly learning and
eating everything a foreign kitchen has to offer.
Roleplaying
Because of the importance food plays in Qu culture, the average Qu
is a natural gourmand. Qu that join adventuring groups are almost
always searching for new tastes and exciting culinary experiences;
material wealth is of little importance to a Qu, except where it helps
speed the way to culinary enlightenment. Younger Qu will ignore
almost any amount of danger if faced with a tasty morsel, although
this tends to be drummed out as a pupil advances on the road to
masterhood.
There are exceptions: those who reject the 'art of eating' in
search of a greater truth, choosing exile rather than risk being cast
out by their fellows for daring to contemplate that theres more to
life than simply catching things and devouring them. However, these
tend to be a minority; the Qu themselves refuse to acknowledge the
existence of such 'perverts.'
Students and masters of the art dress in a chef's hat and apron
to reflect their status, wielding weapons adapted from eating utensils
such as forks and knives. They adapt to other environments
relatively easily if ever required to travel, though homesickness and
longing for those ever-tasty marsh frogs does take its toll. Because
the concept of gender does not exist in Qu society, they do not
identify themselves as male or female; in adventuring parties, a Qu's
companions may unconsciously assign a male or female identity to it.
Qu tend to have a poor grasp of Common Tongue, particularly as
far as grammar is concerned. This, combined with their food fixation,
gives them a reputation among other races as somewhat dimwitted
creatures. Qu have two names a first name and a tribal one, both
of which begin with 'Qu.'
RONSO
The Ronso are a tall, proud race resembling humanoid lions. As
magically active as they are physically impressive, their sharp claws
and thick, muscular bodies leave little doubt as to their prowess in
battle. Males of the species sport flowing manes of hair and often
massive beards, as well as a long horn that grows from the
forehead. The Ronso cherish this horn as a symbol of manhood,
seeing it as the source of a warriors powers; its loss is treated as
seriously as that of an arm or leg. Dishonored warriors have their
horns cut as a matter of custom, though only the most serious
crimes provoke such an act. Unsurprisingly, Ronso subject to this
ritual castration are almost always exiled. Females, though smaller
and more compact, are no less aggressive than their male
counterparts in battle, and shoulder a substantial share of the
fighting and hunting.
Both genders dress sparingly, and even then only for the sake of
modesty; jewelry, charms, and bangles, some of which may have
occult significance, are a common part of a Ronsos ensemble. More
superstitious warriors also apply magical oils to their bodies
before battle, believing that this protects them from harm.
VitAL Data
Representatives: Kimahri Ronso (FFX)
Height: 2.4 2.6m (Male) / 2.1 2.3m (Female)
Weight: 125 150kg (Male) / 95 115kg (Female)
Hair Colors: Black, grey, brown, red, blond, white
Fur Colors: Blue, tan, sandy-gold, brown
Eye Colors: Yellow, blue, green, brown
Habitats: Mountains, Tundra
Lifespan: 50 70 years
Young - 5 10 years
Average - 15 30 years
Old - 50 60 years
FINAL FANTASY THE ROLEPLAYING GAME 49
Society
Ronso live in isolated family-tribes called prides, sustaining
themselves as hunter-gatherers led by a single elder. They rarely
acquire many possessions, keeping only what they need and moving
wherever food and opportunity take them. Social standing within the
tribe is derived from fighting prowess and physical appearance, and
determines an individual's food-share and breeding rights. To the
strong and beautiful go the spoils; a custom other races may find
distasteful, but one the Ronso believe is essential to maintaining a
tribe's strength.
Ronso begin their training as hunters at onset of puberty. For
males, this event is known as the horn-molt, during which the outer
layer of the male's horn is shed in order to give the larger, harder
adult horn room to grow in. Young hunters learn their survival skills
by shadowing elder members of the pride over a period of several
years. Their rite of passage requires them to match their teachers in
personal combat, or at least put up a fight respectable enough to
assure the elders that they are ready to take on the rigours of the
hunt. Challenges like these punctuate a Ronsos progress within their
tribe; those who want leadership must fight hard for it, and fight
even harder to retain it.
Ronso too weak to prove themselves in combat are shunned, and
may be driven out if other members of the pride feel that the
'weakling' is a liability to the prides survival. Exceptions are made
for the aged, who frequently become advisors and teachers; older
Ronso who can no longer defend their power often bow out
voluntarily rather than risking the humiliation of being defeated by a
younger challenger.
Pick spot. Shut up. Wait.
Kimahri Ronso
FINAL FANTASY X
If competition within the pride is fierce, competition between prides
is outright brutal. Each tribe lays claim to a tightly-defined territory
and defends it to the death; though alliances between tribes are
common, these allegiances are ever-shifting, sometimes lasting a
little as a single hunt. Marriage between prides is rare, and involves
significant competition between the two groups as both try to gauge
the strength of their counterparts. Unless the prides are evenly
matched, there is little chance that the pairing will be consented; no
pride will jeopardise its strength by bringing in blood weaker than its
own. In the same vein, altruism is almost unheard of a tribe that
finds itself in trouble neither asks for nor expects assistance from
others.
This attitude extends to their religion. The Ronso practice a
primitive animist faith that sees the world as one dominated by
great and invisible spirits. Such forces are never deliberately courted
and feared for their fickle natures; though great warriors inevitably
attract these supernatural powers, they rely on them at their own
peril. Tribal folklore speaks of days when warriors possessed the
ability to communicate with native spirits through their horns; even if
such tales are true, this knowledge has long since faded into
obscurity.
Roleplaying
Due to their harsh upbringings, Ronso place great importance in
displays of strength and martial prowess, and go to great lengths to
ensure their bodies are honed to the fullest. Adventuring parties
who pick up a Ronso member will find them to be dedicated warriors
and honorable if aggressive combatants, fiercely loyal to their
charges and friends. At the same time, they show little patience for
weakness or indecisive leadership, and can cause significant friction
within the group. Fear of losing face may spur them into taking on
more than they can handle; few Ronso will willingly acknowledge their
limits, let alone act upon them.
Ronso have a high natural body temperature, allowing them to
thrive in colder climates; other races find them unusually warm to
the touch, sometimes uncomfortably so. In warmer climates, their
prodigious sweat production keeps the lion-men from overheating,
creating in a powerful, musky body-odor particularly repellant to
creatures sensitive to smell. Ronso horns are innately sensitive
towards magical energies, and may tremble or vibrate slightly in the
presence of such forces.
Though they can learn to speak Common Tongue, most Ronso will
do so in a gruff, clipped manner, wasting as few words as possible.
Accordingly, Ronso names are short, rarely exceeding two syllables
in length; typical monickers include Biran, Zamzi, Gazna, Argai and
Zev. A Ronsos last name is their tribal name, and shared with all
other members of their respective pride.
TARUTARU
A diminutive race of magically active beings. The Tarutaru Taru
for short are characterized by babyish faces, large eyes,
pronounced Elfin ears and bear-like features. Their bodily
proportions are equivalent to those of human children, with large
heads atop a pudgy, short-limbed body, a combination that appears
utterly harmless up until the point the fireballs start flying. Some
speculate the small creatures' mastery of magic is a kind of
acquired survival trait; lacking the endurance and strength to be
serious warriors, they have little else to protect themselves from the
dangers of the world. For their part, the Tarutaru call it a mark of
divine favor, proof that some higher power is watching out for them.
FINAL FANTASY THE ROLEPLAYING GAME 50
VitAL Data
Representatives: Shantotto (FFXI), Tosuka-Porika (FFXI)
Typical Height: 0.8 1.0m (Male / Female)
Typical Weight: 34 38kg (Male) / 32 36kg (Female)
Hair Colors: Brown, blond, red, blue, grey, green
Eye Colors: Brown, blue
Habitats: Forests
Lifespan: 20 40 years
Young - 4 6 years
Average - 10 15 years
Old - 30 35 years
Society
The Tarutaru live in a geniocracy, a society ruled by scientists,
sages, thinkers, and other experts on worldy matters. In the eyes of
the Taru, what one knows defines everything prestige, social
standing, privileges. Accordingly, competition for wisdom is fierce and
those in positions of authority live in constant fear of being usurped
by younger, more knowledgeable individuals. This in turn creates
enormous pressure to pursue new ideas and innovations, setting up
the intellectual 'engine' that allows Tarutaru society to progress.
While Taru scholars turn their attentions to many subjects, the study
of magic is by far the most prestigious; spellcasters are the
geniocracy's first line of defense, revered for their martial prowess
and respected for their intellectual accomplishments.
Taru travel mainly for social advancement, lured by the prospect
of lost spells, rare alchemical ingredients, or ancient grimoires of
legendary power. As competitive as they may be, however, Tarutaru
are also firm believers in the mantra strength in numbers. Tribes
often band together into larger federations for protection,
surrendering individual sovereignty to a ruling council composed of
the wisest members of each tribe. Leader of the council is the
member regarded as the most knowledgeable by mutual consensus;
this role is generally prized more for its prestige than its attached
powers, which are minimal at best. Because of this, tribes actively
jockey for the leadership role, recalling and replacing their
representatives whenever a more suitable candidate emerges.
As may be expected, magic is an everyday fact of Taru life; it
powers mechanical constructs, gives new life to worn-out fields,
enhances crops, and even protects tools and clothing from wear and
tear. Though somewhat menial compared to the glamor of hurling
offensive magics in the name of the Tarutaru nation, many able
mages make profitable careers out of these mundane applications.
Only metalworking is generally shunned; as a rule, Tarutaru favor
organic materials such as wood and cloth, finding such resources far
easier to alter with magic than their intractable metallic
counterparts. As a result, almost every metal item used by the Taru
tends to be the work of outside hands.
Roleplaying
Though childlike in body, Tarutaru are highly intelligent beings, albeit
ones possessed by an inexhaustible curiosity about anything and
everything in life. No self-respecting Taru will miss the chance to
obtain new knowledge or show off the fruits of their studies
whenever opportunity allows. Though they make little distinction
between the trivial and the life-saving where information is
concerned, the little creatures' intellectual posturing generally
comes through when it's most needed.
Parties may also find their patience stretched to the limit by the
Tarus piping, mousy voices. While fluent in Common Tongue,
Tarutaru have the unfortunate tendency to replace single 't's with
'tarus' and slip into child-like rhyming schemes; the results arentaru
pretty-witty by any stretch of the imagination.
As much as Taru society emphasizes the benefits of mutual
cooperation, its no surprise that the little creatures go through
great lengths to find companions and even greater ones to keep
them. While not as outright distrustful of advanced technology as
the Mithra, Tarutaru do tend to be wary in the presence of non-
magical machinery; to them, grinding gears, steam, and clockwork
are ruthless, soul-less things, lacking the innate warmth and vitality
of a magic-driven device.
Its a testament to the races long-lived mystic traditions that even
Taru names are steeped in occult significance. Male naming pairs
similar-sounding words drawn from ancient ritual incantations, giving
rise to monikers like Yung-Yaam, Jatan-Paratan, Baren-Moren and
Kyume-Romeh. Such names are not only chosen for aesthetic value;
the Taru believe that granting a boy a particularly powerful spell-
name increases his chances of becoming an accomplished
spellcaster in later years. Females have single rather than double
names, ending in two rhyming syllables chosen by parents according
to the childs time of birth. These ending syllables are said to be an
indicator of future personality and career, and girls born during
auspicious times are groomed from early on for high office.
Examples of female Taru names include Finene, Chomomo and
Kerutoto.
VARG
Sometimes mistakenly referred to as Werewolves,' the Varg are lean
and powerful wolfmen, a mixture of human and bestial
characteristics. Though they walk upright, long tails, lupine heads,
and elegant fur leave little doubt as to their origins. In comparison to
humans, Varg enjoy enhanced seeing, smell. and hearing; they can
clearly recognise objects and movement at far greater distances,
though their ability to sense color is significantly weaker.
Like humans, Varg are at home in a wide range of habitats. While
most commonly encountered in temperate climates, sub-species of
this race can be found roaming sweltering tropical savannas,
scraping out a minimal existence on misty moors, or braving arctic
conditions. Fur colors and thicknesses vary accordingly,
simultaneously serving as insulation and camouflage appropriate to
a Vargs adopted surroundings.
FINAL FANTASY THE ROLEPLAYING GAME 51
VitAL Data
Representatives: Kelger Vlondett (FFV), Lone Wolf (FFV, FFVI)
Height: 1.7 2.1m (Male) / 1.5 1.9m (Female)
Weight: 85 120kg (Male) / 60 - 100kg (Female)
Fur Colors: Grey, tan, brown, white, red, black
Eye Colors: Yellow, green, brown
Habitats: Forests, Hills, Mountains, Grasslands, Tundra, Deserts,
Marshes
Lifespan: 50 65 years
Young - 5 10 years
Average - 15 25 years
Old - 40 50 years
Society
Varg are hunters tamed by the slow encroachment of civilisation;
where their ancestors fought with tooth and claw, todays wolfmen
place their trust in a stout shield and well-honed sword. The hunting
pack still remains the basic building block of Varg society, creating a
social unit ranging in size from five to fifty, depending on the
environment and available food sources. Packs that forsake the
nomad's life tend to be secretive, building as far from other races as
possible; potential homes are chosen as much for their natural
resources as defensive properties. Given the choice, Varg gravitate
towards geographic features like ravines and caves; buildings are
often constructed in suitable cracks and openings to take advantage
of the sheltering rock-face. Other habitats require a little more
ingenuity; in highlands, hillocks are converted into dwellings, while in
swamps and forests large trees serve as the basis for most
buildings. Walls, however, are omnipresent, erected out of whatever
material may come to hand.
On a social level, packs are tightly knit associations where the
good of the community always comes before that of the individual.
The entire pack is expected to work together to ensure that every
members needs are met in full; selfishness is treated as a cardinal
sin, and parasites quickly expelled into the wild to fend for
themselves. Conversely, those who contribute most to the pack enjoy
the highest status, a fact that allows larger, stronger males to
dominate communal affairs. However, their influence can be fleeting
if they fail to keep up their achievements; should their contributions
slip, they too risk being cast out by their fellows. Matters of
importance to the pack as a whole such as punishment of
individuals or mediation of disputes are resolved on a communal
level, with every pack member of age casting a vote towards a
decision.
Varg as a whole are rarely warlike, preferring to settle their disputes
through mediation. Direct competition between packs is rare; if two
groups of Varg find themselves contesting the same resources, one
of the two will cede their claim in exchange for help in relocating to a
more suitable area. Packs will, however, take up arms if the situation
demands it, using their hunters as a first line of defense.
Though not innately religious, Varg keep close ties to the nature
spirits surrounding their homes for personal security, calling on
spiritual protection through a variety of crude rituals and dances.
These are conducted by pack members that are not yet old or
strong enough to hunt, usually under the tutelage of an older,
magically gifted supervisor. Other, more animalistic ceremonies
accompany births and deaths; funerals in particular can be a chilling
affair for outsiders as the pack joins together in a death howl
audible for miles.
Culturally, the Varg borrow heavily from other races. As craftsmen,
the wolfmen are capable, if ultimately mediocre; many of a village's
luxuries and manufactures are likely to originate from outside the
pack. Tailoring poses an exception, though other races are unlikely
to find much use for the Vargs' idiosyncratic sense of fashion; due to
their underdeveloped color vision, the wolfmen routinely turn out
clothing many shades brighter than most races would find
comfortable, let alone acceptable. As most colors are imported at
great expense, the most flamboyant outfits are reserved for senior
members of the pack; when dealing with Varg, adventurer wisdom
has it, look for the one who leaves your eyes watering.
Roleplaying
Adventuring Varg can be neatly divided into two categories: outcasts
and everyone else. Those who have been rejected by Varg society at
large, usually for anti-pack crimes like idleness, theft, or
deliberately inflicting bodily harm on another pack member, have
little choice but to adopt a nomadic lifestyle. Other packs tend to be
innately distrustful of strays,' and only take them into the fold in the
rarest of circumstances.
Some outcasts wear their independence like a badge of pride,
falling in with those they regard as fellow 'free spirits': brigands,
criminals, rebels, and everything in between. Others feel genuine
regret for their exile, and attempt to reform themselves through
deeds of merit and valor. Either of these paths can bring an outcast
Varg into contact with an adventuring group, though they can both
pose problems for the group; free spirits refuse to do anything that
doesn't serve their own interests, while reformers zealously oppose
anything they deem morally dubious or reprehensible.
Traditional Varg are reluctant to set foot outside of their villages,
except in large numbers. Their isolation makes them distrustful
towards outsiders, if not other races in general; even friendly
visitors are treated as potential enemies and subjected to intense
scrutiny until their motives become clear. Once someone has earned
the packs trust, theres little the Varg wont do to assist them,
though getting there can be an uphill battle. Strength and age earn
a certain degree of respect in Varg circles, but selflessness is the
cardinal virtue any adventurer with a reputation for chivalry and
charity will find herself well-positioned to make friends among the
wolfmen. Canny negotiators can also exploit colors to their
advantage, as the Varg instinctively regard eye-searing clothing as a
mark of stature.
Varg speak Common Tongue with a deep, guttural emphasis on the
rs. Their own language, a remnant of their feral days,
FINAL FANTASY THE ROLEPLAYING GAME 52
predominantly uses growls, barks, and howls to communicate. By
casually slipping these into 'normal speech,' Varg can incorporate
coded messages in almost any conversation. Varg names tend to be
Germanic or Nordic-sounding; possible examples include Arnlaug,
Eriulf, Horst and Vegeir. Family names are not used in Varg society,
though some Varg are awarded a second name to commemorate a
particular accomplishment. Where necessary, nicknames such as
Fang are used to distinguish between several wolfmen sharing the
same moniker
VIERA
The enigmatic Viera are slender, silver-haired forest-dwellers, almost
physically identical to humans save for a few notable differences. The
most prominent of these is also the most visible: the large rabbit-like
ears that protrude from the top of a Viera's head, granting them
hearing keen enough to hear the voices of spirits, of nature itself.
Combined with unusually sharp vision, this allows the Viera to track
movement as far as away as ten kilometers with unerring accuracy
a feat most other races can only dream of.
Other distinctive features include limber legs, long fingers, and
three-toed, pawlike feet with an arch large enough to make high-
heeled shoes an orthopedic necessity. Viera skin colors can range
from tan to brown, depending on species; the 'pure-blooded' Veena
Viera have light brown skin, while the Rava Viera are darker in
coloration.
VitAL Data
Representatives: Fran (FFXII), Shara (FFTA), Mydia (FFXIIRW)
Typical Height: 1.6 1.8m (Male/Female, excluding ears)
Typical Weight: 70 90kg (Male/Female)
Hair Colors: Universally silver
Eye Colors: Red, green, blue
Habitats: Forests
Lifespan: 220 240 years
Young - 8 15 years
Average - 40 130 years
Old - 180 200 years
Society
The Viera have been forest-dwellers for many generations, living in
elegant, sex-segregated platform villages suspended far above the
ground. Such settlements are designed with defense as a first
priority, hidden away from prying eyes by a thick veil of
hallucinogenic powders and protected against invasion by
barricades placed at regular intervals, allowing the village's archers
to mount a defense at almost any location.
Though led by a chieftain, Viera take their directions from the
Laws of the Wood, rigid rules and regulations every Viera is
expected to follow. The Laws demand the forest be treated with care
and respect, and forbid any villager from ever leaving the forest,
regardless of reason; in return, the forest will shelter and nuture the
Viera for as long as they remain under its boughs. As a result, the
majority of Viera live out their entire lives in the confines of the
wood, content to remain ignorant of the world beyond. Due to this
self-imposed isolation, Viera generally do not associate with other
races; visitors are spurned and invaders annihilated by claw, bow, or
the mystic energies of the forest itself.
A few, however, desire more from their lives. Driven by longing or
curiosity, they abandon that sheltered existence to pursue a more
uncertain, unpredictable one. Such acts carry severe consequences;
those who venture into the outside world are no longer considered
Viera by their fellows, and are treated as harshly as any other race,
if not worse.
Due to their physical beauty, outcast Viera have little trouble
melting into human societies; they readily strike up relationships with
humans, and may even become romantically involved with them. Still,
expatriate Viera are ultimately closest to one another, thanks to their
shared history and long lifespans; any city with significant Viera
presence will see them form tight, insular communities in a
surprisingly short span of time.
Roleplaying
Viera can be grouped into two broad categories those who abide
by the Green Word, and those who have abandoned it to explore the
world and expand their horizons. There is little love lost between
latter and former; outcasts usually view their forest-dwelling
counterparts as blind, hidebound xenophobes, while the
traditionalists refuse to acknowledge the existence of their
wandering, city-dwelling brethren out of hand. Adventuring Viera
tend to be outcasts, though it is possible for a party to battle
alongside traditionalist Viera under extraordinary circumstances.
An outside observer would find the Viera coolly intelligent, perhaps
excessively so. Their long lifespans give them the ability to pursue
knowledge in an orderly, focused manner; they have time enough to
concentrate on mastering a subject in its entirety before moving on
to the next, gradually building a wealth of abilities over the course of
several decades. Viera age slowly, giving them a deceptively youthful
appearance; a Viera with the face and body of a thirty-year-old
can easily have the experiences and memories of two human
lifetimes. As such, they can be creatures of many secrets and
surprises, with a depth and breadth of knowledge that is often
bewildering to other races unaware of their longevity.
All Viera are born with the ability to hear and speak the 'language'
of their native forests through a form of psychic communication
known as the Green Word. Using this talent, a Viera can
communicate with local plants and trees, allowing them to track the
passage of individuals within the forest as well as happenings at its
outskirts. This ability, however, begins to atrophy once a Viera leaves
the forest; the longer the absence, the greater the risk that the
Green Word will be muted entirely. Viera are also sensitive to the ebb
and flow of magic, and may find themselves overwhelmed by strong
ambient energy. In the presence of particularly powerful magic, the
resulting assault on their senses can cause them to lose control
FINAL FANTASY THE ROLEPLAYING GAME 53
altogether, driving them into a berserk frenzy.
Viera speak Common Tongue fluently and eloquently, albeit with a
slight accent. Due to the fact that they have little interest in lineage,
Viera have only a single four-letter name; the letter 'j' is frequently
used in place of a vowel. Sample Viera names include Rena, Ktjn,
Jote, and Rael.
YETI
Huge, muscled, and shaggy, the Yeti is as powerful and relentless as
an avalanche. Dwelling at the very fringes of civilisation, these ape-
like humanoids are perfectly adapted to life in bitter tundra and icy
mountain peaks; their limbs are strong, their hands powerful enough
to keep a grip on sheer ice, their claws capable of digging all but the
hardest of rocks, their teeth adept at tearing flesh and crushing
bone. Large feet provide extra traction on frozen ground and
prevent them from sinking into snow drifts; for this reason, the Yeti is
also known as Bigfoot in places. Other names given to Yeti include
Sasquatch, Snowman, and Wendigo.
Though they are insulated by thick, leathery skin and a layer of
long fur, a Yeti's true defense against the cold is a low natural body
temperature; the colder the environment, the lower the temperature
dips. Members of this species who live in sub-zero climates are
actually capable of breathing ice particles, and can even exhale
miniature blizzards from their freezing lungs.
VitAL Data
Representatives: Umaro (FFVI)
Height: 2.0 2.2m (Male) / 1.9 2.0m (Female)
Weight: 180 220kg (Male) / 170 - 190kg (Female)
Fur Colors: White, brown, red, gold
Eye Colors: Yellow, black, brown, red
Habitats: Mountains, Forest, Tundra, Underground
Lifespan: 25 30 years
Young - 1 2 years
Average - 4 15 years
Old - 20 25 years
Society
Yeti society begins where most other races give up entirely
treacherous mountain peaks and howling, snow-covered wastes
where only the hardiest of life forms survive. In these conditions,
civilisation is superfluous; food is hunted down and killed, shelter
comes in the form of natural caverns and burrows hastily dug out of
the heaped snow, and possessions are limited to what can be
carried sometimes no more than a club or a necklace of trophies.
Harsh conditions serve to keep numbers small. Nomadic tribes
rarely number more than ten to fifteen at a time, hunting in groups
of two or three, though Yeti are far more common as individuals
than as groups. Even families are temporary arrangements, lasting
only from mating until such a time as the couple's offspring are
capable of fending for themselves typically between one and two
years. At this point, the young Yeti usually strike out on their own,
and the couple separates until the next mating season.
Because of their isolated habitat, Yeti rarely come into contact with
other races, giving them something of a mythical status among
naturalists. Those living in the coldest, bleakest areas typically attack
other humanoids on sight, treating them no differently from any
animal or monster. In more hospitable environments, that aggression
is traded for reclusiveness, albeit justifiedly so; because of their
monstrous natures, it is not uncommon for Yeti to be used as sport
by unscrupulous hunters or fall victim to frightened villagers. Yeti
who dwell within reach of a community tend to be excessively
cautious creatures, staying far away from prying eyes and emerging
from their safety of their lairs only under cover of night or fog.
Roleplaying
Yeti are straightforward, uncomplicated thinkers. Some would
characterise them as stupid, but it is better to think of them as
guileless; the brutal simplicity of day-to-day existence in Yeti society
does not reward any thinking more intellectual than Where I get
food? Their strength and exceptional vigor makes force a natural
and regular part of the communications process; debates are
frequently resolved by who can land the heartiest blows. To gain a
Yeti's respect requires the strength to beat him in a man-to-man
battle, though bravery is an acceptable substitute Yeti figure that
anybody with enough confidence to stare them down without quailing
is probably worth listening to.
In the same vein, Yeti simply do not have the imagination or
sophistication for culture shock. If dropped into high-tech society,
they are more likely to shrug at or smash the devices they
encounter rather than stare in rapt amazement. This unflappable
attitude can be a great boon to adventuring parties; faced with an
unfamiliar situation, Yeti are far more likely to keep their heads on
straight than other races.
As they have little use for language, their take on the Common
Tongue is somewhat crude. Yeti prefer to put what others say with
words into a mighty roar or a swing of a club. Conversationally, they
are creatures of little subtlety, always searching for the fastest
resolution to a situation; poor diplomats, if excellent interrogators.
Yeti names are short, built of one-syllable blocks each ending in a
vowel. This construction is deliberate, allowing those names to be
bellowed one syllable at a time across mountaintops and gorges
to maximise the echo effect, and with it the distance the sound
carries. Examples of this style of naming include Akuna, Kisatu, and
Nuka.
FINAL FANTASY THE ROLEPLAYING GAME 54
DIFFERENTIATING RACES
For simplicity's sake, the FFRPGs races differ only in their Attributes,
appearance, and background. This allows the races to be balanced
against each other in campaigns where non-humans are the norm,
making no one race decisively better than the rest. In campaigns
where non-human characters are a novelty rather than a fact of life,
however, it may make sense to differentiate them, giving their
physiology and abilities actual gameplay implications. The optional
rules in this section offer some suggestions on how GMs can
accomplish this.
Skills
Because of fundamental differences in physiology, some races are
better or worse at certain activities than others. A tiny Tarutaru,
for instance, would have more trouble lifting a boulder than a hulking
Yeti, while an agile Mithra has better hand-eye coordination than a
lumbering Qu. Most of these differences are reflected by the races'
Attributes, but there are some things that go beyond the scope of a
simple statline. To reflect this, non-human characters can be given a
Racial Modifier to certain Task Checks. A Racial Modifier can be
either a bonus or a penalty, and stacks with Synergy and
Enhancement Bonuses. Suggested Modifiers for several races are
listed below.
CREIMIRE
Double-Jointed Legs
Thanks to the structure of their legs, Creimire can jump further and
survive greater falls than other races. Creimire gain a +20 Racial
Modifier on any Acrobatics and Climbing rolls where these abilities
are beneficial.
DWARF
Dense Body
Dwarves have intense difficulty swimming due to the natural density
of their bodies. Dwarves suffer a -30 Racial Modifier on all
Swimming rolls, regardless of the circumstances.
Heat Tolerance
A Dwarf can endure higher temperatures than most, flourishing even
in the midst of molten lava. Dwarves gain a +40 Racial Modifier on
Survival rolls made in desert and volcanic environments, though only
when their personal survival is concerned.
MOOGLE
Small Size
Due to their diminutive size, Moogles gain a +20 Racial Modifier on
Stealth rolls and Attribute Checks in situations where their small
stature is beneficial.
QU
Eat Anything
A Qu can find nourishment in anything, digesting rocks and sands as
readily as a fine roast. Qu gain a +40 Racial Modifier on Survival
rolls made for foraging food, though only for the Qu itself other
races simply don't have the stomach for it.
RONSO
Cold Tolerance
Due to their high body temperatures, Ronso can weather far colder
climates than most other races. Ronso gain a +20 Racial Modifier
on Survival rolls made in arctic and cold environments, though only
when their personal survival is concerned.
TARUTARU
Small Size
Due to their diminutive size, Tarutaru gain a +20 Racial Modifier on
Stealth rolls and Attribute Checks in situations where their small
stature is beneficial.
YETI
Snowman
A Yeti is capable of living comfortably in sub-zero temperatures, and
have little to fear from such environments. Yeti gain a +40 Racial
Modifier on Survival rolls made in arctic and cold environments,
though only where their personal survival is concerned.
Senses
In situations where the senses come into play, FFRPG characters use
their Awareness Skill to determine what they pick up. As this Skill
covers every sense, a character's sight, smell, and hearing are all
assumed to be equally good. As the descriptions given over the
course of this chapter make clear, though, this is not strictly the
case for every race. To reflect this, GMs can apply Racial Modifiers to
non-human characters' Awareness rolls depending on the senses
being used. A table of suggested modifiers has been given below,
breaking Awareness down into the six senses used by monsters in
Appendix II and offering appropriate Racial Modifiers for each. Any
sense with a strikethrough (---) is not naturally available to the race
in question.
FINAL FANTASY THE ROLEPLAYING GAME 55
Table 3-2: Racial Senses
RACE DAY VISION NIGHT VISION SMELL HEARING LIFE SENSE MAGIC SENSE
Human 0 0 0 0 --- ---
Bangaa -20 -20 0 +20 --- ---
Creimire -10 -10 +10 +10 --- ---
Dwarf -10 +10 0 0 --- ---
Elf 0 0 0 0 --- ---
Galka 0 0 0 0 --- ---
Mithra 0 +10 +10 +10 --- ---
Moogle 0 0 0 0 --- 0
Nu Mou 0 0 0 0 --- +20
Qu 0 0 0 0 --- ---
Ronso 0 0 0 0 --- 0
Yeti 0 0 0 0 --- ---
Tarutaru 0 0 0 0 --- 0
Varg -10 +10 +10 +10 --- ---
Viera +10 +10 0 +20 --- 0
Traits
Finally, races may be differentiated by use of Traits. While some of
the unique attributes of certain races can be covered by the
Advanced Traits given in Appendix IV, others are best represented
by the new Advanced Traits presented below.
MOOGLE
Limited Flight
Effect: Moogles have small wings on their back, though they cannot
fly, only hover and even then only when unencumbered. Doing so
is a tiring process, limiting the amount of time a Moogle can feasibly
spend airborne.
-1 Point (Spontaneous): By spending 1 Point, a Moogle character
can use her wings to pass over obstacles, avoid traps, cover
impassable terrain, or escape a treacherous situation.
YETI
Ice Breath
Effect: Though not potent enough to use as a weapon, a Yeti's
breath is still cold enough to freeze objects, provided these are no
larger than a tankard of ale or a puddle of water.
-1 Point (Spontaneous): By spending 1 Point, a Yeti character can
use his cold breath to aid himself or the party.
VIERA
Child of the Forest
Effect: Viera have a close relationship with their native woods, and
are at a significant advantage when in their 'home turf.'
-1 Point (Spontaneous): By spending 1 Point, a Viera character can
recognise and bypass the powers used to cloak Viera villages from
outsiders.
-1 Point (Spontaneous): By spending 1 Point while in her native
forest, a Viera character can communicate with the woods to locate
any other Viera native to the forest, even if they are not currently in
the area. Locations obtained in this manner will be vague rather
than direct (Esle has passed through the cold mountains into the
rift of ancient battle.) and may require interpretation to be of any
use to the party. Alternately, the Viera can find the exact location of
any and all non-Viera life forms currently within the forest, as well as
ones that have recently passed through the woods. This effect
should be limited to Viera who have recently left their forest, and not
be available to long-term exiles.
CHAPTER GLOSSARY
The following list recaps some of the most important concepts
introduced in this chapter for quick reference.
Racial Modifier: A modifier imposed to a Task Check as a result of
a race's unique physiology.
FINAL FANTASY THE ROLEPLAYING GAME 56
IV
______________________
JOBS
XN*

Remember that you alone choose
the path on which you walk.
Eidolon Ramuh
FINAL FANTASY IX
One does not become a master swordsman or legendary mage by
luck alone; training and experience both play an important part in
the shaping of a hero. Each of the four Classes in the FFRPG
Warrior, Expert, Adept and Mage draws its power from a slightly
different source. Fighters tap on chi and physical power, Mages on
the natural force of magic, Experts on their expertise and ingenuity,
and Adepts on a combination of all three. These four Classes are
divided into a number of separate professions based on the heroes
and heroines of the Final Fantasy series crafty Engineers, sneaky
Thieves, deadly Ninja, noble Dragoons, and more are all represented
here.
FORMAT
The Jobs presented over the course of this chapter follow a
standard format. After a brief introduction, each has a 'Job profile'
containing the following information:
Attribute Bonuses are given before the profile proper. Added to a
character's Racial Maximums, these determine the caps for the
character's Attributes as a whole as described in Chapter 2.
Representatives lists characters in the Final Fantasy series that
are either known members of the Job in question or embody many
of its qualities. The game each character featured in is given in
(parentheses).
HP Die is used to calculate the Job's Hit Points at character
generation and upon gaining a Level as described in Chapter 2.
MP Die is used to calculate the Job's Magic Points at character
generation and upon gaining a Level as described in Chapter 2.
Weapons lists the Weapon types this Job is proficient with. Weapon
types not listed in a Jobs profile may not be wielded by a character
unless they have the Advantage Special Training. The one exception
to this are Thrown Weapons, which may be used by all Jobs.
Armor lists the Armor types this Job is proficient with. Armor types
not listed in a Job's profile may not be worn by a character unless
they have the Advantage Special Training.
Accuracy Bonus varies from Job to Job, and is used to calculate to
the character's Accuracy as per Chapter 2.
Skill Points give the number of Skill Points a character of this Job
can spend at character creation.
Skill Aptitude lists the Skill Category the character can buy Skills at
half cost from.
The Job's Ability Set is presented after the profile, presenting each
individual Ability in an easy-to-read format. For Spell-casting Jobs,
the Ability Set also contains a table showing when new Spells are
gained, if applicable.
! Abilities and Two Weapons
Unless its description says otherwise, all offensive Abilities are
limited to a single Weapon at a time. If the character has more
than one Weapon equipped, decide which one to use.
WARRIOR JOBS
Warriors make up the front line of any battle, fearlessly charging into
the thick of a fray without any regard to personal safety. Their ability
to deal and receive damage in equal measure makes them essential
in protecting the partys weaker members and a formidable force in
their own right.
Almost all Warriors derive their powers from the manipulation of
chi, the natural energy that flows through all living beings. By
siphoning off portions of their own chi or opening their bodies to its
ambient flow, Warriors can infuse their attacks with additional power
or perform superhuman feats of athleticism. This allows them to use
their talents almost indefinitely or at least until as long as they still
draw breath.
FINAL FANTASY THE ROLEPLAYING GAME 57
Archer
Archers are master bowmen, capable of channeling immense
powers through the arrows they fire. Where others believe in brute
strength, the Archer's forte lies in precision and discretion. Schooled
as snipers, hunters, and rangers, most Archers learn to work
independently early on in their careers. This gives them the flexibility
needed to set up targets of opportunity, firing from unexpected
quarters with every intention of making the first shot the final one.
Whether the quarry in question is monster, animal, or human is
immaterial; once a target has been committed to, the Archer's only
concern is its swift and efficient elimination. All of this encourages a
patient, cool-headed, even ruthless breed of person; only in a state
of absolute calm can the Archer's true potential unfold.
JOB STR VIT AGI SPD MAG SPR
Archer +15 +10 +15 +10 +5 +5
JOB PROFILE
Representatives: Archer Job (FFIII, FFT, FFTA), Ranger Job (FFXI),
Hunter Job (FFV, FFXI, FFTA), Sniper Job (FFTA), Mustadio Bunanza
(FFT), Barret Wallace (FFVII)
HP Die: d10
MP Die: n/a
Weapons: Boomerangs, Bows, Crossbows, Rifles
Armor: Armwear, Hats, Suits, Shields
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Wilderness
SNIPE
The Archer's talent with a ranged weapon is unparalleled. With
almost minimal effort, he can focus his will into an projectile, strike
disabling blows, or unleash a withering barrage of fire at his
opponents.
Take Aim Level 1
Target: Single Type: Slow Action (2)
The Archer enters a state of absolute concentration, focusing every
fiber of his being on tracking the targets movements to strike with
absolute accuracy. Take Aim inflicts 100%, Armor Physical damage
on the targeted combatant, striking automatically. In addition, if the
Weapon being used in the attack has an Equipment Ability that allows
it to inflict Status Conditions, their CoS is increased by +30. This
does not affect any Immunities the target possesses.
Charge Level 8
Target: Single Type: Slow Action (CT varies)
By storing up chi energy as he waits for the perfect shot, an Archer
can strike with greater power and force when he finally makes his
attack.
The power of Charge depends both on the Archers Level and how
long he is prepared to charge an attack for. At Level 8, the Archer
can do 125%, Armor damage by charging for 4 ticks, striking
automatically; at higher Levels, he gains the ability to charge longer
for increased damage, but may always choose to use Charge with a
shorter CT in exchange for reduced damage. The table below gives
the exact breakdown.
Table 4-1: Charge Damage
TYPE LEVEL DAMAGE CHARGE TIME
Charge +1 8 +25% 4
Charge +2 29 +50% 10
Charge +3 43 +75% 14
Charge +4 64 +100% 20
Leg Aim Level 15
Target: Single Type: Slow Action (6)
The Archer takes aim, firing a crippling shot intended to cut short
the targets movement. Leg Aim has a CoS of Dexterity, Evasion of
inflicting the Status Condition Immobilize (4).
Arm Aim Level 22
Target: Single Type: Slow Action (8)
Drawing a bead, the Archer lets loose with a well-placed shot, aiming
to cripple the targets fighting ability. Arm Aim has a CoS of Dexterity,
Evasion of inflicting the Status Condition Disable (4).

MINDBLOW Level 29
Target: Single Type: Slow Action (10)
The Archer draws on his bodys chi, creating a glowing, iridescent
ball of vital energy and firing it at the enemy in one swift motion.
Mindblow inflicts 100% Physical damage, subtracted from the
targets MP rather than HP.

TABLETURNER Level 36
Target: Single Type: Slow Action (12)
An experienced Archer can make an enemys armor work against it,
striking blows where theyre least expected. Tableturner inflicts
100% + Target's Armor Physical damage on the targeted
combatant, striking automatically.
Arrow Guard Level 43
Target: Self Type: Support Ability
An Archer who has mastered the art of setting up a shot can predict
where and when his opponents will do the same. Arrow Guard
gives the Archer an Evasion bonus equal to his current Level against
Ranged attacks targeting him. This only affects attacks modified by
Evasion those targeting the Party or modified by M. Evasion are
resolved as normal.
BARRAGE Level 50
Target: Group Type: Slow Action (16)
By entering a state of heightened awareness and channeling chi into
his motions, the Archer can open fire at an entire formation of foes,
FINAL FANTASY THE ROLEPLAYING GAME 58
creating a devastating hail of attacks. Barrage inflicts 100%, Armor
Physical damage on all eligible combatants in the targeted Group,
striking automatically. Unlike other Snipe Abilities, Barrage does not
override Equipment Abilities bestowed by ammunition. The Archer
may choose what ammunition if any to use against each
individual target. Any ammunition used during the Barrage is
consumed as normal.
TriplE FOUL Level 57
Target: Single Type: Slow Action (18)
Calling on his chi reserves, the Archer looses three quick shots at an
opponent, hoping to weaken and disorient them with one well-placed
salvo. Triple Foul has a CoS of Dexterity, Evasion of inflicting the
Status Conditions Confusion (6), Disable (6), and Silence (6); roll
separately for each Status.
UNLIMITED SHOT Level 64
Target: Group Type: Slow Action (20)
At its pinnacle, the Archers art allows him to channel his energy into
a continuous stream of missile fire, indiscriminately peppering his
foes with shot after shot. Unlimited Shot allows the Archer to make a
series of increasingly inaccurate attacks, each striking a random
opponent for 100%, Armor Physical Damage. The first attack has a
CoS of 100; this decreases by 10 on each subsequent attack until
the Archer misses a target, ending Unlimited Shot. As per the Rule of
10, the CoS will never go below 10.
The pressure of the moment... An
instant of tension... That's what... I
have to face alone...
Irvine Kinneas
FINAL FANTASY VIII
FINAL FANTASY THE ROLEPLAYING GAME 59
Dragoon
Also known as Dragon Knights, Dragoons trace their lineage back to
an ancient order of dragon-riders renowned for their skill in aerial
combat. Their chosen mount, the Wind Drake, was a small, agile
dragon capable of flying at great speeds and executing devastating
dive-bomb attacks that literally crashed into opponents from on
high, turning the Dragoons reinforced lances into armor-splitting
projectiles.
However, times have changed, and the Dragoons mounts are only
a distant memory. To compensate, Dragoons have learned to
harness the powers of their predecessors long-dead companions,
channeling the Dragon Spirit through their bodies to recreate
techniques and attacks of old.
JOB STR VIT AGI SPD MAG SPR
Dragoon +15 +12 +10 +10 +8 +5
JOB PROFILE
Representatives: Dragoon Job (FFIII, FFV, FFXI, FFT, FFTA), Uhlan Job
(FFXIIZJ), Kain Highwind (FFIV), Cid Highwind (FFVII), Ward Zabac
(FFVIII), Freya Crescent (FFIX)
HP Die: d10
MP Die: n/a
Weapons: Axes, Knives, Polearms, Swords
Armor: Gauntlets, Helmets, Mail, Shields
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon
DRAGON ART
By drawing on the spirit of the ancient Wind Drakes and the
legendary Six Dragons, a Dragoon can channel the powers of
dragonkind into a brutal array of aerial and ground attacks. Most
Dragoons favor spears and javelins in combat partially out of
respect for the old ways, partially to absorb the incredible kinetic
force of their signature jump attacks.
JUMP Level 1
Target: Single Type: Slow Action (Special CT)
Calling on the spirit of the Wind Drake, a Dragoon gains the ability to
break the bonds of gravity and soar into the skies with a single
bound. Jump can carry the Dragoon as far as 30 meters vertically,
horizontally, or a combination of both. If used as an attack, it inflicts
200%, Armor Physical damage on the target, striking automatically.
Jump essentially functions as a Slow Action. Once the Dragoon has
Jumped, she will land during her next turn, regardless of whether it
takes place later in the same Round or in the next Round entirely.
While in the air, the Dragoon generates Initiative as normal, but
moves too quickly to be targeted; she will not be affected by any
Group attacks targeting her allies. Status Conditions continue to
affect the Dragoon and count down as normal in flight.'
As with any Slow Action, anything that would prevent the Dragoon
from completing the Jump up to and including the Dragoon's Hit
Points being reduced to 0 or lower will automatically cancel it,
returning the Dragoon to the field of battle. Use of Jump may be
restricted in areas with low ceilings, though this is left to the GMs
discretion.
CHERRY BLOSSOM Level 8
Target: Group Type: Slow Action (4)
The Dragoon charges her weapon with the Dragon Spirit, building up
a critical quantity of energy before hurling it at the enemy. As the
weapon strikes the ground, the charge releases in a series of fiery
explosions, engulfing the immediate area. Cherry Blossom strikes
automatically, inflicting 75%, Armor Physical damage on all
opponents in the targeted Group.
ANCIENT CIRCLE Level 15
Target: Party Type: Slow Action (6)
Every Dragoon knows that not everything with scales is a friend. By
creating a circle of power around the party, the Dragoon can infuse
all weapons in the area with the Dragon Spirit, allowing them to
strike true against wyrms and their kin. When used, Ancient Circle
gives any Weapon currently equipped by the Dragoon or her allies
the Equipment Ability Dragon Killer, allowing her to strike Dragon
enemies for +100% damage (4).
LANCER Level 22
Target: Single Type: Slow Action (8)
Channeling the power of the Red Dragon into her weapon, the
Dragoon lunges forward with bone-shattering force. Lancer inflicts
125%, Armor Physical damage on the target, striking automatically;
in addition, 50% of the damage dealt is subtracted from the targets
MP. MP damage dealt by Lancer is not reduced by ARM or M. ARM.
REIS'S WIND Level 29
Target: Party Type: Slow Action (10)
The Dragoon calls upon the power of the Holy Dragon Reis,
enveloping her allies in a stream of life force that bestows the Status
Condition Regen (4).
DRAGONhearT Level 36
Target: Self Type: Reaction
The Dragoon shrouds herself in the power of the Dragon Spirit,
entrusting her life to its mercies. When triggered, Dragonheart has
a flat CoS of 30% of bestowing the Status Condition Reraise ().
This Ability may only be used once per battle or Scene.
Reaction Trigger: Physical Damage, Magical Damage
FINAL FANTASY THE ROLEPLAYING GAME 60
WHITE DRAW Level 43
Target: Single/Party Type: Slow Action (14)
The Dragoon summons the power of the White Dragon in a sweeping
white mist that encircles the enemy, draining their magical energies
before dissipating in a shower of mana-rich particles. White Draw
inflicts 100%, M. Armor Magical damage to the targets MP. Once
damage has been calculated, every active character with an MP Die
in the Party gains (MP Drained / Number of Active Characters in
Party with MP Dice) MP.
POWER JUMP Level 50
Target: Special Type: Slow Action (Special CT)
Dragoon veterans jump high and true, marshaling their training to
launch powerful attacks in mid-flight. Power Jump can carry the
Dragoon as far as 60 meters vertically, horizontally, or a
combination of both.
Power Jump is in essence three Slow Actions with a Single target,
each with a CT of 16. The first Action sees the Dragoon jump into
the air. The second Action is undertaken on the following turn as the
Dragoon remains in the air, hurling golden chi projectiles at her
targets Group. These inflict 150%, M. Armor Magical damage to all
active combatants in the Group; use the Dragoons MAG, rather than
STR, to calculate the base Weapon damage. The third occurs on the
next turn, as the Dragoon fires another round of chi projectiles,
resolved in the same manner as the first round. Once damage
calculation is complete, the Dragoon then lands on her original
target, inflicting 200%, Armor Physical damage. Beyond this, Power
Jump is subject to the same rules and restrictions as Jump.
DRAGON BREATH Level 57
Target: Single Type: Slow Action (18)
The Dragoon draws on the power of the rarest of all wyrmkind, the
two-headed dragon, summoning two spectral dragons heads to
perch on her shoulders and consume the enemy with waves of
magical flame. Dragon Breath has a CoS of Dexterity, M. Evasion of
inflicting (Targets Maximum HP - Targets Current HP) Physical
damage. Damage dealt by Dragon Breath is not modified by Armor,
but cannot exceed 999 HP.
DRAGON HORN Level 64
Target: Group Type: Slow Action (Special CT)
Mastery of the Dragoon Jump gives the Dragoon unrivaled control
over her landings, turning a single deadly impact into a series of
brutal, unpredictable pounces. Dragon Horn can carry the Dragoon
as far as 40 meters vertically, horizontally, or a combination of
both.
Unlike Jump and Power Jump, Dragon Horn has an initial Charge
Time of 20 ticks before the Dragoon jumps; during this time, she can
be targeted as normal, and is still vulnerable to attack. At the end of
this Charge Time, the Dragoon leaps into the air. She does not land
immediately during her next turn, but 20 ticks afterwards; in
essence, this is a second Slow Action with another CT of 20.
Upon landing, the Dragoon strikes the initial target automatically
for 200%, Armor Physical damage, then uses the force of the impact
to propel herself back into the air for another attack. Roll a d8 and
consult the table below to determine how many times the Dragoon
bounces after the initial landing.
Roll Number of Jumps
1 1
2 - 4 2
5 - 7 3
8 4
Every subsequent bounce automatically strikes a randomly
determined combatant in the initial targets Group, inflicting 75%,
Armor Physical damage with every strike. Beyond this, Dragon Horn
is subject to the same rules and restrictions as Jump and Power
Jump.
FINAL FANTASY THE ROLEPLAYING GAME 61
Fencer
The Fencer is the wind. While easily mistaken for any other fighter
from a distance, the Fencer is a completely different beast. Weaving
and dodging between foes, theirs is a mobility that the average
warrior struggles to match; their weapons are as much the style and
grace they bring to the battle as the weapons they carry. To
accommodate this, Fencers favor fast arms such as rapiers and foils
and eschew heavier, more cumbersome armor in combat, relying on
reflexes and panache to see them through.
JOB STR VIT AGI SPD MAG SPR
Fencer +10 +10 +15 +15 +5 +5
JOB PROFILE
Representatives: Fencer Job (FFTA)
HP Die: d10
MP Die: n/a
Weapons: Knives, Light Swords, Swords
Armor: Armwear, Hats, Suits, Shields
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon
FENCING
Some swordsmen rely on brute force; others use inner might or
magical power. The Fencer's tools are speed and persistence,
turning simple attacks into a flurry of movement capable of
confounding and destroying any opponent.
SWArmstrike Level 1
Target: Single Type: Slow Action (2)
The Fencer thrusts his blade forward with a flash of chi, creating a
buzzing swarm of ethereal insects that bite and sting the target.
Swarmstrike has a CoS of Dexterity, Evasion of inflicting the Status
Condition Poison ().
REFLeX Level 8
Target: Self Type: Support Ability
Fencers with a little experience under their belts gain an uncanny eye
for impending danger, allowing them to react to attacks with almost
supernatural speed. Reflex grants the Fencer a (Level / 2) bonus to
his Evasion.
FEATHERBLOW Level 15
Target: Single Type: Slow Action (6)
The Fencer brings his blade around in a wide sweep, creating a trail
of razor-edged white feathers that cut into the target. Featherblow
inflicts (10 x AGI) + 3d8, M. Armor Wind Elemental damage, striking
automatically.
GREASED LIGHTNING Level 22
Target: Self Type: Support Ability
A skilled Fencer learns to strike with swiftness rather than force,
turning his attacks into fast, unpredictable lunges that keep his foes
off-balance. Greased Lightning allows the Fencers Attack Actions to
ignore any Reactions they would normally trigger; his attacks are
simply too fast to allow an opponent to counter.
SHADOWSTICK Level 29
Target: Single Type: Slow Action (10)
The Fencer whirls his blade around the target, calling the opponents
own shadow to rise up and entangle them. Shadowstick inflicts (14 x
AGI) + 4d8, Armor Shadow Elemental damage, striking
automatically; in addition, it has a CoS of Dexterity, Evasion of
inflicting the Status Condition Agility Break (4).
CHECKmate Level 36
Target: Single Type: Slow Action (12)
Using only the tip of his blade, the Fencer draws the outline of a
deaths head around his opponent. As the last stroke is made, the
image solidifies, turning into a phantasmal skull that entraps the
target. Checkmate has a CoS of Dexterity, Evasion of inflicting the
Status Conditions Condemned (4) and Slow (4); roll separately for
each Status.
SWALLOWTAIL Level 43
Target: Group Type: Slow Action (14)
The Fencer begins to spin and pirouette, picking up speed until he
has turned into a whirling dervish that cuts and slices its way
through the enemy without mercy. Swallowtail inflicts (16 x AGI) +
5d8, Armor Physical damage on all combats in the targeted Group,
striking automatically.
MAnastrike Level 50
Target: Single Type: Slow Action (16)
The Fencer lunges forward, stopping his blade just short of striking
the target; at that instant, the targets mana reserves are drawn out
and solidify, shattering as the Fencers blade thrusts through.
Manastrike inflicts (20 x AGI) + 4d12, M. Armor Magical damage,
striking automatically; the total is subtracted from the targets MP,
rather than HP.
NIGHTHAWK Level 57
Target: Single Type: Slow Action (18)
The Fencer swings his blade and creates a dark ripple that instantly
solidifies into a bolt of power, striking the target from on high.
Nighthawk inflicts (27 x AGI) + 5d12, M. Armor Shadow Elemental
damage, striking automatically.
PIERCETHROUGH Level 64
Target: Single Type: Slow Action (20)
Gathering chi, the Fencer steps forward and strikes, creating a
surging crescent of energy that tears through the targets defenses.
Piercethrough inflicts (32 x AGI) + 5d12 Physical damage, striking
automatically.
FINAL FANTASY THE ROLEPLAYING GAME 62
Fighter
The Fighter is the warrior in its purest form, embodying the soldiers,
mercenaries, adventurers, and wanderers who make their living by
the sword and gather their craft from bitter experience. Other
warriors spend their lives perfecting a single technique or honing
their talents in a particular type of weapon; Fighters merely learn to
survive, picking up every trick and tactic they can. Though their
attacks lack the finesse and flash of the other professions, the
Fighters broad focus makes her a formidable presence.
JOB STR VIT AGI SPD MAG SPR
Fighter +15 +15 +10 +10 +5 +5
JOB PROFILE
Representatives: Gladiator Job (FFTA), Fighter Job (FFI, FFIII), Squire
Job (FFT), Warrior Job (FFXI)
HP Die: d12
MP Die: n/a
Weapons: Axes, Boomerangs, Bows, Claws, Crossbows, Flails, Gloves,
Greatswords, Knives, Katana, Light Swords, Ninja Blades, Polearms,
Rods, Staves, Swallows, Swords
Armor: Armwear, Gauntlets, Helmets, Hats, Mail, Suits, Shields
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon
BATTLE SKILL
The Fighters forte is versatility, not technique. A good Fighter uses
every weapon at her disposal and every edge she can find in the
name of ultimate victory, a fact reflected in the Fighter's abilities.
! Battlefield Genius
While weapon abilities are canceled out by most Warrior
abilities (the Archer's Take Aim is an example of an
exception), every single one of the Fighter's abilities using
weapon damage continue to make use of their weapon
abilities .
MIGHTY Strike Level 1
Target: Single Type: Slow Action (2)
Focusing on a lone opponent, the Fighter gathers her strength for
an all-or-nothing blow in the hopes of striking some weak point a
rent in the armor, a loose scale, a vulnerable underbelly.
Roll for Mighty Strike as you would for a normal Attack Action,
halving the Fighters Accuracy after modifying for the targets
Evasion. If the attack is successful, Mighty Strike inflicts 200%,
Armor Physical damage on the targeted combatant. Equipment
Abilities may be used in this attack, and effects that increase the
likelihood of a Critical Hit affect the CoS of Mighty Strike by an equal
amount +5 or +10 for Signature Weapon; +10 or +20 for
Critical+ and Critical++ respectively. However, Mighty Strike itself
cannot score Critical Hits.
THIRD Eye Level 8
Target: Self Type: Fast Action
By entering a state of absolute concentration, the Fighter can brace
for impending attacks and make sure she stays out of harms way.
Third Eye allows a Fighter to automatically evade the next Physical
attack that successful hits them, regardless of their current Evasion
(2). This is a fixed effect, and does not improve with consecutive
uses of this Ability. Once the attack has been dodged, Third Eye has
no further effect until this Ability used again.
Scream Level 15
Target: Self Type: Fast Action
With an ear-shattering battlecry, the Fighter releases her chi
reserves in a blood-colored explosion of power, suffusing every fiber
of her being with energy. Scream bestows the Status Conditions
Power Up (4) and Agility Up (4).
QUICK HIT Level 22
Target: Single Type: Fast Action
The Fighter leaps to the attack in a blur of motion, striking and
retreating in a split second. Quick Hit inflicts 75%, Armor Physical
damage on the targeted combatant, striking automatically. In
addition to the damage dealt, the Fighter gains a +8 bonus on her
next Initiative roll; this is a fixed effect, and does not improve with
consecutive uses of this Ability.
Double Cut Level 29
Target: Single Type: Slow Action (10)
The Fighter moves with flawless speed and accuracy, delivering a
devastating one-two strike against a hapless opponent. Double Cut
consists of two separate attacks, each of which automatically strikes
the targeted combatant for 100%, Armor Physical damage.
FIRST StRIKE Level 36
Target: Self Type: Support Ability
A trained Fighter is ready for combat at a moment's notice. First
Strike allows the Fighter to always act in the Preemptive Round, even
if no other combatant can. Once the Preemptive Round ends,
generate Initiative as normal.
BONECRUSHER Level 43
Target: Single Type: Reaction
Though slow to provoke, Fighters can retaliate against an incautious
opponent with skull-shattering force. When triggered, Bonecrusher
has a CoS of (Level / 3) + AGI of allowing the Fighter to make an
immediate Attack Action targeting the combatant that damaged her.
Roll to hit as normal; if successful, the attack inflicts 150%, Armor
Physical damage. Equipment Abilities may be used in this attack.
Trigger: The Fighter takes Physical damage
FINAL FANTASY THE ROLEPLAYING GAME 63
SLASH-ALL Level 50
Target: Group Type: Slow Action (16)
Gathering her chi, the Fighter dissolves into a blur of movement,
circling around her opponents to rain blows from every side and
angle. Slash-All allows the Fighter to inflict 100%, Armor Physical
damage on every eligible combatant in the targeted Group, striking
automatically. Equipment Abilities may be used in these attacks.
FINAL ATTACK Level 57
Target: Special Type: Reaction
By drawing on her last reserves of energy, the Fighter can ignore
even the most grievous of wounds, striking one final blow when its
least expected. When triggered, Final Attack allows the Fighter to
make one Action. Resolve the effects of this Action immediately, even
if it normally would require a Charge Time. Once this is done, the
Fighter is rendered Unconscious; the only way to prevent this from
happening is by using the Final Attack on an effect that cancels
Unconscious.
Trigger: Fighters HP reduced to 0 or lower by Physical or Magical
damage cannot be triggered by Status Conditions
It cannot end thus...
Balthier
FINAL FANTASY XII
FINISHING TOUCH Level 64
Target: Single Type: Slow Action (20)
By bringing her weapon around in a wide sweep, the Fighter creates
a howling vortex of chi to engulf the target. Finishing Touch has a
CoS of Dexterity, M. Evasion of instantly reducing the target to 0 HP,
regardless of their current HP score, Armor, or M. Armor rating;
treat this as a Death effect. If the target survives, Finishing Touch
has an additional CoS of Dexterity, M. Evasion of inflicting the Status
Conditions Stone () and Stop (4). Roll separately for each Status.
FINAL FANTASY THE ROLEPLAYING GAME 64
Knight
Stoic and powerful, the Knight is a master of heavy arms, trained
from early on to move freely in mail and plate in places where battle
rages the fiercest. The armor, however, masks a deeper steeling in
the soul a true Knight is a universal symbol of guardianship,
embodying all the impenetrability of a fortress, the unbending will of
a general, and the destructive force of a mighty siege engine. For
those he protects, the Knight would move heaven and earth in the
name of duty; for those who oppose him, death is meted out with
swift and clinical precision. Not every Knight is a shining beacon of
virtue; there are those who have lost their faith and purpose, who
have strayed from the path and into corruption. But at their core,
even these wayward spirits have a firmness of character that most
warriors could never equal.
JOB STR VIT AGI SPD MAG SPR
Knight +15 +15 +10 +10 +5 +5
JOB PROFILE
Representatives: Adelbert Steiner (FFIX), Auron (FFX), Knight Job
(FFIII, FFV, FFT), Leo Cristophe (FFVI), Soldier Job (FFTA)
HP Die: d10
MP Die: n/a
Weapons: Axes, Flails, Gloves, Greatswords, Knives, Polearms,
Swords
Armor: Gauntlets, Helmets, Mail, Shields
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon
ARTS OF WAR
Knights are the masters of destruction, cracking armor, strength,
and spirit with their well-placed blows before sweeping their
demoralized opponents aside with a powerful arsenal of finishing
moves.
LIfe BReaK Level 1
Target: Single Type: Fast Action
A wounded Knight can marshal his fleeting chi into power, channeling
that lost life force into his weapon for a bone-rattling attack. Life
Break inflicts (Knights Maximum HP Knights Current HP) Physical
damage and strikes automatically. Damage inflicted by Life Break can
only be affected by Barrier effects Conditions like Power Up and
Power Break have have no impact on Life Break.
ARMOR BREAK Level 8
Target: Single Type: Fast Action
The Knights weapon is bathed in golden light as he leaps in to
attack, cracking the targets defenses in an explosion of amber
fragments. Armor Break has a CoS of Dexterity, Evasion of inflicting
the Status Condition Armor Break (6).
MENTAL BREAK Level 8
Target: Single Type: Fast Action
The Knights weapon is surrounded by a blue-green glow that flares
as it makes contact with the target, piercing its magical defenses in a
single stroke. Mental Break has a CoS of Dexterity, Evasion of
inflicting the Status Condition Mental Break (6).
Speed BREAK Level 15
Target: Single Type: Slow Action (6)
The Knights weapon shimmers sky-blue just before striking the
target, destroying its reflexes and coordination. Speed Break inflicts
125%, Armor Physical damage, striking automatically; in addition, it
has a CoS of Dexterity, Evasion of inflicting the Status Condition
Agility Break (6).
POWER BREAK Level 22
Target: Single Type: Fast Action
The Knights weapon flashes a violent scarlet as it connects, sapping
at the targets strength and power. Power Break has a CoS of
Dexterity, Evasion of inflicting the Status Condition Power Break (6).
MAGIC BREAK Level 22
Target: Single Type: Fast Action
The Knights weapon takes on a deep violet hue, growing in intensity
as it slashes at the target and shatters its built-up mana. Magic
Break has a CoS of Dexterity, Evasion of inflicting the Status
Condition Magic Break (6).
You place too much trust in your
magics.
Auron
FINAL FANTASY X
Mind BREAK Level 29
Target: Single Type: Slow Action (6)
The Knights glows night blue as he strikes, shattering his targets
spirits with a single blow. Mind Break inflicts 125%, Armor Physical
damage, striking automatically; in addition, it has a CoS of Dexterity,
Evasion of inflicting the Status Condition Spirit Break (6).
THUNDER SLASH Level 36
Target: Single Type: Slow Action (12)
The Knight dives at his opponent, weapon raised to the sky as dark
clouds gather overhead. Suddenly lightning arcs, earthing itself in
the Knights blade at the exact moment of impact; the result is a
sizzling shock of electricity that courses through the opponent.
Thunder Slash inflicts 150%, M. Armor Lightning Elemental damage,
striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 65
CLIMHAZZARD Level 43
Target: Group Type: Slow Action (14)
The Knight drives his weapon deep into an opponent before leaping
up, dragging his weapon with him to spark his victims life force into
a brilliant flash of energy. Climhazzard inflicts 125%, M. Armor
Magical damage to all combatants in the targeted Group, striking
automatically.
Iai STRIKE Level 50
Target: Single Type: Slow Action (16)
The Knight leaps at the target, bringing his weapon down hard to
spark a chaotic explosion of chi energy. Iai Strike has a flat 30% CoS
of instantly reducing the target to 0 HP, regardless of their current
HP score, Armor, or M. Armor rating; treat this as a Death effect. If
the target survives, Iai Strike inflicts 100%, Armor Physical damage,
striking automatically.
SHOCK Level 57
Target: Group Type: Slow Action (18)
The Knight holds his weapon aloft, channeling his chi into the blade
until it begins to crackle with barely suppressed power. One swing
frees the stored energy, creating a cataclysmic blast that engulfs the
enemy in blue-white light. Shock inflicts 150%, Armor Physical
damage to all active combatants in the targeted Group, striking
automatically.
STOCK BREAK Level 64
Target: Group Type: Slow Action (20)
The Knight leaps forth and strikes with crushing finality, pushing
every spare mote of chi into an explosion of raw energy. Stock
Break has a CoS of Dexterity, Evasion of inflicting the Status
Conditions Armor Break (6), Mental Break (6), Power Break (6), and
Magic Break (6). Roll once for every active combatant in the
targeted Group if successful, all listed Status Conditions will be
added.

FINAL FANTASY THE ROLEPLAYING GAME 66
Monk
Monks are masters of unarmed combat, fighting with skills formed
by years of hard exercise and rigorous training. Unlike other
warriors, Monks are as deadly empty-handed as armed, wreaking
havoc on their opponents with feet, fists and any other part of their
body they can throw into an attack. However, these talents require
the Monk to remain unencumbered, making heavy armor more of a
hindrance than a benefit. An experienced Monk thus learns to rely on
their own fortitude more than any piece of protective gear.
There are other tradeoffs as well the Monks hermetic lifestyle,
with its emphasis on simple living and a regimen of demanding,
repetitive exercises, takes its toll on the young and impatient. Only
one in ten trainees ever ascends to true masterhood with it; the
majority break off their education with only a handful of kata under
their belts, culling the numbers of would-be Monks more effectively
than any foe.
JOB STR VIT AGI SPD MAG SPR
Monk +15 +15 +7 +8 +10 +5
JOB PROFILE
Representatives: Amarant Coral (FFIX), Monk Job (FFI, FFIII, FFV,
FFT), Sabin Rene Figaro (FFVI), Tifa Lockheart (FFVII), Yang Fang
Leiden (FFIV), Zell Dincht (FFVIII)
HP Die: d12
MP Die: n/a
Weapons: Claws, Flails, Gloves, Staves
Armor: Armwear, Hats, Suits
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon
MARTIAL ARTS
As a master of unarmed combat, the Monks body is as dangerous a
weapon as any sword or spell. A Monk's martial arts thus combine
crippling bare-handed blows, spectacular energy attacks, and
spiritual discipline to devastating effect. Abilities in the Martial Arts
Set can only be used in conjunction with Weapons that use a d6 or
d8 Damage Die.
BRAWLER Level 1
Target: Self Type: Support Ability
In any other profession's training, hand-to-hand fighting is a matter
of last resort. Monks, however, are taught to rely on their fists from
day one, honing their proficiency to the point where even a simple
punch can become a force to be reckoned with.
Brawler allows a Monk to make two attacks against a target with
Claws, Flails, Gloves, Staves, or Brawling attacks at the cost of a
single Attack Action. Calculate damage as if the Monk had made two
separate Attack Actions against the target, rolling to hit as normal.
Brawler's effects do not stack with those of the Two Weapons Skill.
PUNCH RUSH Level 1
Target: Single Type: Slow Action (2)
The Monk unleashes a flurry of rapid-fire punches, fists moving
faster than the eye can follow. Punch Rush inflicts 150%, Armor
Physical damage, striking automatically.
METEOR STRIKE Level 8
Target: Single Type: Slow Action (4)
In an impressive display of strength, the Monk forcefully lifts the
target over her head before swiftly suplexing it into the ground, a
strike that rattles the battlefield to its foundations. Meteor Strike
inflicts 150%, Armor Physical damage, striking automatically; in
addition, it has a CoS of Dexterity, Evasion of inflicting the Status
Condition Confuse (4).
EARTH SLASH Level 15
Target: Group Type: Slow Action (6)
The Monk slams the ground with one outstretched palm, sending a
violent tremor that surges through the earth before erupting in a
shower of rocks and debris. Earth Slash inflicts (10 x MAG) + 3d6,
M. Armor Earth Elemental damage on all active combatants in the
targeted Group, striking automatically.
COUNTER Level 22
Target: Single Type: Reaction
By keeping a close eye on her opponents, the Monk is able to
marshal a counterattack at a moments notice. When triggered,
Counter has a CoS of (Level / 2) + (AGI x 2) of allowing the Monk to
make an immediate Attack Action targeting the combatant that
damaged her. Roll to hit as normal; if successful, the attack inflicts
100%, Armor Physical damage. Note that Counter will only trigger
once for each Attack or Ability, even if they consist of multiple
individual attacks.
Trigger: The Monk takes melee Physical damage.
Aura CANNON Level 29
Target: Single Type: Slow Action (10)
Gathering her chi, the Monk fires a searing beam of blue-white
energy from her palms. Aura Cannon inflicts (19 x MAG) + 5d8, M.
Armor Holy Elemental damage, striking automatically.
Fire Dance Level 36
Target: Group Type: Slow Action (12)
The Monk releases her built-up chi in a wave of heat and flame,
sending ghostly, fire-streaked doubles into the fray to scour the
battlefield. Fire Dance inflicts (17 x MAG) + 4d8, M. Armor Fire
Elemental damage on all active combatants in the targeted Group,
striking automatically.
SOUL SPIRAL Level 43
Target: Party Type: Fast Action
The Monk begins to whirl on the spot, gathering speed as she
FINAL FANTASY THE ROLEPLAYING GAME 67
focuses her life force into waves of soothing green particles that
wash over the party. Soul Spiral restores Hit Points to the Monks
allies at the expense of the Monks own; the Monks player must
declare how many HP they wish to sacrifice when the Ability is used.
The amount restored depends on the Monks VIT; reduce the Monks
HP by the chosen amount, then consult the table below to see how
many Hit Points the rest of the Party regain. For example, a Monk
with VIT 22 sacrificing a total of 40 HP through Soul Spiral would
restore 200 HP to all allies.
Table 4-2: Soul Spiral Effects
MONKS VIT HP RESTORED TO ALLIES
1 - 4 (HP Sacrificed)
5 - 9 (HP Sacrificed x 2)
10 - 14 (HP Sacrificed x 3)
15 - 19 (HP Sacrificed x 4)
20 - 24 (HP Sacrificed x 5)
25 - 29 (HP Sacrificed x 6)
30 (HP Sacrificed x 7)
RAZOR GALE Level 50
Target: Group Type: Slow Action (16)
The Monk enters a slow spin, charging up her chi to loose a rapid
series of crescent-shaped air blasts at the enemy. Razor Gale inflicts
(21 x MAG) + 4d10, M. Armor Wind Elemental damage on all active
combatants in the targeted Group, striking automatically.
DEMI SHOCK Level 57
Target: Single Type: Slow Action (18)
Reaching out with one hand, the Monk sends tendrils of chi to
compress the air around the target, creating a sphere of crushing
gravitational force. Demi Shock has a CoS of Mind, M. Evasion of
causing damage equal to 50% of the target's maximum HP, not
modified for ARM or M. ARM. Regardless of how many HP the target
currently possesses, Demi Shock may never inflict more than 999
damage. Treat this as a Gravity-type effect.
PHANTOM RUSH Level 64
Target: Single Type: Slow Action (20)
Drawing on deep-seated chi reserves, the Monk attacks the target at
blinding speed, shifting from angle to angle so quickly that outside
observers see a veritable army of Monks descending on the target
to beat it into submission. Phantom Rush inflicts 300%, Armor
Physical damage, striking automatically; this attack ignores the
Damage Cap, and may inflict more than 999 damage.

FINAL FANTASY THE ROLEPLAYING GAME 68
Samurai
Samurai are tradition-bound warriors with a mystical bent. Though
skilled swordsmen by training, the true secret of the Samurai's
success lies in their weapon of choice: the katana. The metal of the
katana entraps a nature spirit, or kami, bound to the weapon during
the forging process; by learning how to free these imprisoned spirits,
a Samurai also gains the ability to channel those spirits into an
attack. Those who distinguish themselves through their
accomplishments in battle will eventually learn to expand this talent
into harnessing the power of free-roaming kami of earth and the
elements into ever more devastating effects. A few have even gone
beyond this, moving bare-footed over lakes on cushions of water
spirits or traveling through the bitterest cold within the aegis of a
swarm of fire kami. Such mastery, however, is the exception rather
than the norm; Samurai with such skills are one in a thousand.
JOB STR VIT AGI SPD MAG SPR
Samurai +13 +12 +10 +10 +10 +5
JOB PROFILE
Representatives: Auron (FFX), Samurai Job (FFV, FFX-2, FFXI, FFT)
HP Die: d10
MP Die: n/a
Weapons: Katana, Knives, Swords
Armor: Gauntlets, Helmets, Mail
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon
BUSHIDO
The word 'Bushido' literally translates to the path of the brave
warrior.' It encapsulates the Samurais code of martial conduct, one
that stresses bravery, honor, and self-discipline in as well as out of
battle. A number of Bushido effects refer to 'exhausting the blade'
this automatically inflicts the Status Condition Curse on the Samurai
(4), even if the Samurai would normally be immune to this Status.
Make the roll after the effects of the ability have been resolved; as
per the Rule of 10, the CoS will never be lower than 10, regardless
of the Samurais Level.
IAido Level 1
Target: Varies Type: Slow Action (Varies)
A Samurai may call on a Katana's resident spirit for assistance at any
point in battle. However, this talent is not without its price. Each use
of Iaido has a CoS of (30 + Draw Out Rating) - Samurai's Level of
exhausting the blade.
Each Katana has a unique Iaido effect that can only be accessed
while the Weapon in question is equipped. The table below shows
each Katanas Iaido effect.

Table 4-3: Iaido Effects
KATANA TYPE TARGET RATING EFFECT
Ashura Slow (2) Group 1 Inflicts (2 x MAG) + 2d6, M. Armor Magical damage
Oborotsuki Slow (2) Single 1 Inflicts (4 x MAG) + 2d6, M. Armor Magical damage
Flat 30% CoS of inflicting Blind (4)
Kotetsu Slow (4) Group 5 Inflicts (4 x MAG) + 3d6, M. Armor Magical damage
Moutsurugi Slow (4) Single 5 Mind, M. Evasion CoS of inflicting Magic Break (6)
Namakura Slow (6) Single 10 Bestows Regen (6).
Mukademeru Slow (6) Single 10 Inflicts (8 x MAG) + 4d6, M. Armor Magical damage
Flat 30% CoS of inflicting Poison ()
Kagemitsu Slow (8) Group 18 Inflicts (12 x MAG) + 4d6, M. Armor Magical damage to Magic Points
Raikoumaru Slow (8) Group 18 Inflicts (12 x MAG) + 4d6, M. Armor Lightning Elemental damage
Bizen's Pride Slow (10) Single 24 Bestows Haste (6)
Onikiri Slow (10) Single 24 Inflicts (15 x MAG) + 5d6, M. Armor Magical damage
Murasame Slow (12) Party 35 Restores (15 x MAG) + 5d6 HP to Samurai and all allies
Ikuzatachi Slow (12) Group 35 Inflicts (16 x MAG) + 5d6, M. Armor Magical damage
Kiyomori Slow (14) Party 44 Bestows Shell (6) and Protect (6)
Jyurokusakura Slow (14) Single 44 Inflicts (19 x MAG) + 4d8, M. Armor Magical damage
Flat 30% CoS of reducing target to 0 HP (Death-type effect)
Heaven's Cloud Slow (16) Group 50 Inflicts (24 x MAG) + 4d8, M. Armor Magical damage
Kageshibari Slow (16) Single 50 Inflicts (27 x MAG) + 4d10, M. Armor Magical damage
Flat 30% CoS of inflicting Stop (4)
Shiranui Slow (18) Single 55 Inflicts (30 x MAG) + 4d10, M. Armor Magical damage
Chaos Blade Slow (18) Group 55 Flat 30% CoS of inflicting Blind (6), Slow (6), Poison (), Confusion (6)
Roll separately for each Status Condition
Masamune Slow (20) Group 60 Inflicts (35 x MAG) + 4d10, M. Armor Magical damage
Genji Blade Slow (20) Party 60 Bestows Haste (6), Regen (6)
FINAL FANTASY THE ROLEPLAYING GAME 69
SoUL BlaDE Level 1
Target: Single Type: Slow Action (Varies)
By tempering the power of the blade's spirit, a Samurai can release
small amounts of its energy to inflict calamity upon his foes. Soul
Blade has a CoS of Mind, M. Evasion of inflicting a certain Status
Condition listed on Table 4-2. Each time Soul Blade is used, there is
a CoS of (20 + Draw Out Rating) - Samurais Level of exhausting
the blade.
Table 4-4: Soul Blade Effects
TYPE TYPE RATING EFFECT
Ashura Slow (2) 1 Berserk (6)
Oborotsuki Slow (2) 1 Blind (6)
Kotetsu Slow (3) 5 Confusion (6)
Moutsurugi Slow (3) 5 Spirit Down (6)
Namakura Slow (5) 10 Sleep (6)
Mukademeru Slow (5) 10 Poison ()
Kagemitsu Slow (7) 18 Silence (6)
Raikoumaru Slow (7) 18 Element Weak
(Lightning) (6)
Bizen's Pride Slow (8) 24 Slow (6)
Onikiri Slow (8) 24 Disable (6)
Murasame Slow (9) 35 Sap (6)
Ikuzatachi Slow (9) 35 Armor Break (4)
Kiyomori Slow (10) 44 As Dispel
Jyurokusakura Slow (10) 44 Condemned (4)
Heaven's Cloud Slow (11) 50 Curse (4)
Kageshibari Slow (11) 50 Stop (4)
Shiranui Slow (12) 55 Meltdown (2)
Chaos Blade Slow (12) 55 Charm (4)
Masamune Slow (14) 60 Slow (6)
Agility Break (6)
Genji Blade Slow (14) 60 Power Break (6)
Magic Break (6)
MineuCHI Level 8
Target: Single Type: Slow Action (4)
Charging his Katana with chi, the Samurai delivers a swift, stinging
slap with the flat of the blade, leaving the target dazed and
bewildered. Mineuchi has a CoS of Dexterity, Evasion of forcing the
target to give up its next turn this Round. If the target has no further
Actions remaining in the current Round, Mineuchi has no effect.
Mineuchi automatically fails if the target is I:Seal. However, each use
of Mineuchi has a CoS of (28 - Samurai's Level) of exhausting the
blade.
MEATBONE SlaSH Level 15
Target: Single Type: Reaction
A wounded Samurai is a dangerous creature indeed close to
death, his aggression and determination double. When triggered,
Meatbone Slash has a flat CoS of 50% of allowing the Samurai to
make an immediate Attack Action targeting the combatant that
attacked him. Roll to hit as normal; if successful, the attack inflicts
(Samurais Maximum HP) Physical damage.
Trigger: The Samurai is targeted by Physical damage when at 25%
or lower of maximum HP.
DRAGON FaNG Level 22
Target: Group Type: Slow Action (8)
The Samurai plunges his blade into the earth, releasing an angry
swarm of fire spirits to engulf his opponents. Dragon Fang inflicts
(14 x MAG) + 5d6, M. Armor Fire Elemental damage on all active
combatants in the targeted Group, striking automatically. In addition,
it has a flat CoS of 30% of reducing each active combatants
Initiative by 50%; roll separately for each target in the group. As with
Iaido, each use of Dragon Fang has a CoS of (62 - Samurais Level)
of exhausting the blade.
Doublehand Level 29
Target: Self Type: Support Ability
By wielding a weapon in two hands, a Samurai can put additional
power in his blows. Doublehand allows any made Attack Actions while
the Samurais Shield Slot is unoccupied to do 125%, Armor Physical
damage before Equipment Abilities are applied.
ShOOTING STAR Level 36
Target: Single Type: Slow Action (12)
The Samurai rushes forward, drawing on every ounce of power in
his blade to deliver a blow powerful enough to send a foe flying for
miles at a time. Shooting Star inflicts (18 x MAG) + 4d8, M. Armor
Lightning Elemental damage, striking automatically. In addition, it has
a CoS of Dexterity, Evasion of Ejecting the target from the battlefield.
As with Iaido, each use of Shooting Star has a CoS of (76
Samurais Level) of exhausting the blade.
Shirahadori Level 43
Target: Self Type: Support Ability
Mastery of the katana is as much about defense as offense. With this
in mind, an experienced Samurai can turn blows aside with the edge
and flat of his blade, greatly increasing his ability to avoid incoming
attacks. Shirahadori grants the Samurai an Evasion bonus of
(Samurais Current Level) against Attack Actions targeting them
alone; Group and Ranged attacks still hit as normal.
BANISHING BLADE Level 50
Target: Single Type: Slow Action (16)
Ominous glyphs orbit the Samurais blade as he gathers power,
drawing spirits of shadow and darkness around the weapon before
releasing the pent-up horde in a wailing rush of violent, chaotic
power. Banishing Blade inflicts (28 x MAG) + 5d8, M. Armor Magical
damage, striking automatically.
In addition, it has a CoS of Dexterity, Evasion of inflicting the Status
Conditions Armor Down (6), Mental Down (6), Power Down (6), and
Magic Down (6); roll separately for each Status. As with Iaido, each
use of Banishing Blade has a CoS of (90 - Samurais Level) of
exhausting the blade.
FINAL FANTASY THE ROLEPLAYING GAME 70
TORNADO Level 57
Target: Group Type: Slow Action (18)
The Samurai raises his blade skywards, surrounding himself with a
roaring vortex of wind spirits before sending it towards the enemy
with a deft whirl of the blade. As the resulting tornado begins to
suck up the Samurais foes, he rams his blade deep into the earth to
send a swarm of fire kami into the maelstrom. Tornado inflicts (14 x
MAG) + 3d10 Fire damage and (14 x MAG) + 3d10 Wind damage in
two separate hits, striking automatically and ignoring MARM. As with
Iaido, each use of Tornado has a CoS of (97 Samurais Level) of
exhausting the blade.
Meikyo Shisui Level 64
Target: Self Type: Support Ability
Drawing out a swords spirits can be a slow, laborious process too
much power at once, and the blade shatters almost instantly.
However, there are times when the Samurai doesnt have the luxury
of waiting. Meikyo Shisui allows a Samurai to ignore the Charge Time
on any Ability in the Bushido Ability Set, turning all Slow Actions into
Fast Actions. However, doing so will automatically exhaust the blade,
inflicting the Status Condition Curse (4) in the process; this Status
cannot be canceled before it expires.
FINAL FANTASY THE ROLEPLAYING GAME 71
Swordmaster
Though many professions wield swords, none devote themselves to
their study as extensively as the Swordmaster. Like Archers, they
derive their abilities from single-minded focus, trading versatility for
power in the process. A Swordmaster strikes with such precision and
strength that some will surrender upon seeing no more than an inch
of steel emerge from her scabbard.
JOB STR VIT AGI SPD MAG SPR
Swordmaster +15 +15 +10 +10 +5 +5
JOB PROFILE
Representatives: Cyan Garamonde (FFVI), Cloud Strife (FFVII), Squall
Leonhart (FFVIII), Tidus (FFX)
HP Die: d10
MP Die: n/a
Weapons: Greatswords, Katana, Knives, Light Swords, Swords
Armor: Gauntlets, Helmets, Mail, Shields
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon
SWORD TECHNIQUE
Mastery of the blade means mastery of ones physical and mental
abilities. Only when discipline, strength, and speed are in perfect
harmony can the Swordmasters true power unfold.
DELAY ATTACK Level 1
Target: Single Type: Slow Action (2)
Channeling a surge of chi into her blade, the Swordmaster lashes
out with a disorienting blow, aiming to knock the target out of sync
for a few precious moments. Delay Attack inflicts 100%, Armor
Physical damage on the targeted combatant, striking automatically.
In addition, it will reduce the targets Initiative for the current Round
by 50%. If used against an opponent in the process of executing a
Slow Action or any other Action with a Charge Time Delay Attack
automatically cancels the Action; the target is instead considered to
be in a Defense Action until it can choose its next Action. Monster
attacks with the Countdown attribute are immune to Delay Attack.
DISPATCH Level 8
Target: Single Type: Slow Action (4)
By charging her weapon with small amounts of chi, the Swordmaster
can deliver a quick, devastating strike when it's most needed.
Dispatch inflicts 125%, Armor Physical damage, striking
automatically.
FATED CIRCLE Level 15
Target: Group Type: Slow Action (6)
The Swordmaster gathers energy as she brings her sword around in
a wide sweep, forming a perfect circle at the exact moment her chi
erupts. The result is a wave of energy surging out in all directions,
detonating wherever it makes contact with an opponent. Fated Circle
inflicts 75%, Armor Physical damage to all eligible combatants in the
targeted Group, striking automatically.
PROVOKE Level 22
Target: Single Type: Fast Action
With targeted taunts, the Swordmaster can draw an opponents
wrath, distracting them from more vulnerable targets. Provoke has a
CoS of 50 + Level + (SPR x 2), M. Evasion of provoking a target; if
successful, all of its attacks must target the Swordmaster or if they
are Group effects the Swordmasters Party until either
Swordmaster or target are incapacitated. If the Swordmaster is not
an eligible target, Provokes victim may choose its targets as normal.
Treat this as a Mystify-type effect.
Brazen words for a man about to be
spitted upon my blade like a plump
and juicy pig!
Siegfried
FINAL FANTASY VI
CROSS SLASH Level 29
Target: Single Type: Slow Action (10)
The Swordmaster rushes at her foe, chi-charged weapon held high;
once within striking distance, she delivers three brutal slashes
capable of cleaving any body in twain. Cross Slash inflicts 150%,
Armor Physical damage, striking automatically. In addition, it has a
CoS of Dexterity, Evasion of inflicting the Status Condition Disable
(4).
SPIRAL CUT Level 36
Target: Single Type: Slow Action (12)
The Swordmaster rapidly somersaults towards the target, striking
out on the final flip to transfer her momentum into an armor-piercing
blow. Spiral Cut inflicts 150% Physical damage, striking automatically.
BLADE BEAM Level 43
Target: Special Type: Slow Action (14)
The Swordmaster begins building up chi, charging her body to the
breaking point before slamming her blade into the ground to release
the pent-up energy, creating a crescent-shaped wave of force.
Blade Beam inflicts 150%, Armor Physical damage to a single
target, striking automatically. In addition, 50% of the damage
inflicted after modifying for Armor is automatically dealt to all other
eligible targets in the original targets Group.
STRIKEBACK Level 50
Target: Single Type: Reaction
A canny Swordmaster learns to exploit the openings left by an
unsuccessful attack, striking opponents when they least expect it.
When triggered, Strikeback gives the Swordmaster a flat CoS of 30%
of avoiding the effects of the triggering attack and launching an
FINAL FANTASY THE ROLEPLAYING GAME 72
immediate Attack Action against the opponent who delivered it. Roll
to hit as normal; if successful, the attack inflicts 100%, Armor
Physical damage.
Trigger: Melee Attack Actions that deal Physical damage and target
the Swordmaster
FLurry Level 57
Target: Group Type: Slow Action (18)
The Swordmaster charges into the midst of the enemy, sword
flashing as she leaps from foe to foe, striking where opportunity
permits. Flurry allows the Swordmaster to attack four times, striking
a random opponent in the targeted Group for 100%, Armor Physical
damage each time.
CLeave Level 64
Target: Group Type: Slow Action (20)
The ultimate Swordmaster's technique is the most elusive of them
all: the perfect blow, an attack of such purity and focus that it can
tear through any opponent without slowing, turning a single swing of
the sword into an unstoppable arc of destruction. Cleave has a CoS
of Dexterity, Evasion of instantly reducing all opponents in the
targeted Group to 0 HP, regardless of their current HP scores,
Armor, or M. Armor ratings; treat this as a Death effect.

FINAL FANTASY THE ROLEPLAYING GAME 73
EXPERT JOBS
Where Warriors derive their focus from weapons and martial
traditions, Experts revolve around specific skills and occupational
niches. Chemists, for example, derive their powers from the study of
alchemy, Thieves from pickpocketing and stealthy movement, and
Bards from their singing and instrumental skills. The result is a more
tightly-defined party member whose usefulness peaks in select
situations and whose forte lies in support. While able to hold their
own in a fight, Experts are always at their strongest in conjunction
with a well-rounded group.
Bard
There are those would say that the Bard is the very root of
adventuring heroism. Certainly, warriors may aspire to be
remembered in story and song, but it is Bards who write the words
and pen the tunes, giving great deeds the final polish they need to
enter history in proper.
You spoony bard!
Tellah
FINAL FANTASY IV
Though typically more at home in a rowdy pub than on a raging
battlefield, Bards can be invaluable assets to any adventuring group,
dazzling friend and foe alike with a repertoire that seems to tug at
the very base of one's emotions. Their magic-infused songs are the
culmination of years of practice and sacrifice, offering a versatility
only matched by the most dedicated of mages; with a mere strum of
the lute, a Bard can fire up her comrades' fighting spirits or send
waves of sonic devastation ripping through the nearest enemy
formation.
JOB STR VIT AGI SPD MAG SPR
Bard +7 +7 +11 +11 +12 +12
JOB PROFILE
Representatives: Edward Chris van Muir (FFIV), Bard Job (FFIII, FFV,
FFXI, FFT), Songstress Dress Sphere (FFX-2)
HP Die: d8
MP Die: n/a
Weapons: Bows, Knives, Instruments
Armor: Armwear, Hats, Suits, Robes
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Artistic
Expertise Formula: (Singing Rating / 2) + Level + (SPR x 2)
BARDSONG
The Bards weapon is her music; in her hands, a simple chord
becomes a force both grand and terrible.
HidE Level 1
Target: Self Type: Fast Action
To chronicle that great last stand in poem and song means knowing
when to duck out when the battle goes bad. Hide allows a Bard to
give up all other Actions for the Round and retreat to safety,
reappearing at the start of the next Status Phase. Until then, the
Bard is not considered an active combatant and cannot be targeted.
Elegy Level 1
Target: Group Type: Magic Ability (2)
The foreboding melody of this song rings heavy with memories of
senseless slaughter and lives lost in vain, inviting the listener to
dwell on its message for a few precious moments. Elegy has a CoS
of Expertise, M. Evasion of reducing the targets' Initiative by 25%.
Roll separately for every eligible combatant in the targeted Group.
LOGICAL ETUDE Level 1
Target: Party Type: Magic Ability (2)
The Bard strikes up a song that demands attention, drawing the
listener's focus to the precise interplay of melody and rhythm.
Logical Etude bestows the Status Condition Spirit Up (4).
Mambo Level 1
Target: Party Type: Magic Ability (2)
The rousing, energetic rhythm of this flamenco all but demands
movement, leaving listeners swaying and tapping against their will.
Mambo bestows the Status Condition Agility Up (4).
WATEr Rondo Level 1
Target: Group Type: Magic Ability (2)
Rising like the tide, cascading notes call forth reservoirs of long-
buried water to erupt beneath the enemy. Water Rondo inflicts (1 x
MAG) + d12, M. Armor Water Elemental damage to all combatants in
the targeted Group, striking automatically.
Esoteric melody Level 10
Target: Party Type: Magic Ability (4)
A harmonious melody begins, swelling up to a magnificent crescendo
then stops, leaving a terrible silence that seems to sap the energy
from the air itself. Esoteric Melody bestows the Status Condition
Mental Up (4).
LULLABY Level 10
Target: Group Type: Magic Ability (4)
In ancient times, this song was used to lull babies to sleep; today, its
peaceful melody still lives on, pacifying even the fiercest of foes.
Lullaby has a CoS of Expertise, M. Evasion of inflicting the Status
Condition Sleep (4). Roll separately for every eligible combatant in
the targeted Group.
Minne Level 10
Target: Party Type: Magic Ability (4)
Fragments of this ancient piece have formed the basis of many
songs over the ages, but none rival the rush of mystic power
FINAL FANTASY THE ROLEPLAYING GAME 74
conjured up by the slow, primal notes of the original. Minne bestows
the Status Condition Armor Up (4) .
Foe REQUIEM Level 10
Target: Group Type: Magic Ability (4)
Dischordant notes ring out seemingly without rhyme or reason, each
crash and wail drawing out fresh waves of darkness to batter the
enemy. Foe Requiem inflicts (4 x MAG) + d12, M. Armor Shadow
Elemental damage to all combatants in the targeted Group, striking
automatically. In addition, Foe Requiem has a flat CoS of 30% of
inflicting the Status Condition Curse (4); roll separately for every
eligible combatant in the targeted Group.
Battle Cry Level 19
Target: Party Type: Magic Ability (6)
The ragged, lusty notes of this song recall the thunder of war drums
and the steady thump of marching legions. Battle Cry bestows the
Status Condition Power Up (4) .
Dusk Requiem Level 19
Target: Group Type: Magic Ability (6)
The Bard conjures a bitter, mocking melody, lashed with a bile that
stabs directly at the heart. Dusk Requiem has a CoS of Expertise, M.
Evasion of inflicting the Status Condition Poison on all eligible
combatants in the targeted Group ().
Etude Level 19
Target: Party Type: Magic Ability (6)
True to its name, this song's sudden chord shifts and strange
pitches defy all convention, building a thick wall of sound that seems
to envelop its listeners. Etude bestows the Status Condition Magic
Up (4).
Silence Song Level 19
Target: Group Type: Magic Ability (6)
The Bard makes the motion to begin a song, but no melody follows
only a yawning silence that gradually swallows up all sound on the
battlefield. Silence Song inflicts (7 x MAG) + 2d12, M. Armor Magical
damage to all combatants in the targeted Group, striking
automatically. It also has a flat CoS of 30% of inflicting the Status
Condition Silence (4); roll separately for every eligible combatant in
the targeted Group.
Desert Aria Level 28
Target: Group Type: Magic Ability (8)
The swirling, sweeping sounds of this song recalls the choking,
oppressive force of a sandstorm in full swing. Desert Aria inflicts (10
x MAG) + 2d12 Magical damage to all combatants in the targeted
Group, striking automatically. This damage ignores M. Armor and all
other defensive Status Conditions save Shield.
Element Carol Level 28
Target: Party Type: Magic Ability (8)
A suite of songs rich with the power of the elements, by turns as
unpredictable as a thunderbolt, as brilliant as pure light, as cold and
desolate as encroaching ice. Element Carol bestows the Status
Condition Element Resist (4) for one Element of the Bard's choice.
The Element must be declared when using this Ability.
Element Minuet Level 28
Target: Party Type: Magic Ability (8)
A series of bell-like notes soars through the air, increasing in
intensity with each repetition until the party's weapons are left
vibrating. Finally, a sudden chord shift brings the song to an end,
sending a rush of elemental power sweeping over the group.
Element Minuet allows the Bard to add the Equipment Ability
[Element] Strike (4) for one Element of the Bard's choice to all
currently equipped Weapons. The Element must be declared when
using this Ability.
Scare Level 28
Target: Group Type: Magic Ability (8)
The Bard thrashes out a series of harsh, grating notes, assailing the
enemy with such a din that weaker-willed foes turn tail on the spot.
Scare has a CoS of Expertise, M. Evasion of Ejecting all eligible
combatants in the targeted Group with 25% or fewer of their
maximum Hit Points remaining. Roll separately for each eligible
combatant.
Carnage Elegy Level 37
Target: Group Type: Magic Ability (10)
The sound of this chaotic, discordant dirge is powerful enough to
stop an army in its tracks, conjuring up images of brutal slaughter
and utter defeat. Carnage Elegy has a CoS of Expertise, M. Evasion
of reducing the targets' Initiative by 50%. Roll separately for every
eligible combatant in the targeted Group.
Forest Nocturne Level 37
Target: Group Type: Magic Ability (10)
As deep and bewildering as the worst of its namesakes, this series
of songs conjures up images of snaking brambles and beasts
crashing through undergrowth. Forest Nocturne inflicts (13 x MAG)
+ 3d12, M. Armor Magical damage to all combatants in the targeted
Group, striking automatically. In addition, Forest Nocturne has a flat
CoS of 30% of inflicting the Status Condition Slow (4); roll
separately for every eligible combatant in the targeted Group.
Sword Madrigal Level 37
Target: Party Type: Magic Ability (10)
Reminiscent of the sounds of a fierce melee, the sweeping chords
and sharp, sudden breaks establish a rhythm to guide the blades
and blows of the Bard's allies. Sword Madrigal bestows the Status
Conditions Accuracy Up (4) and Critical Up (4) on all eligible
combatants in the active Party.
FINAL FANTASY THE ROLEPLAYING GAME 75
Warding round Level 37
Target: Party Type: Magic Ability (10)
Ascending and descending in turn, the notes of this song grow in
power with each repetition until the sound drowns out all else,
leaving the party in a sudden oasis of calm amid the din of battle.
Warding Round bestows the Status Conditions Status Immune
(Berserk) (4), Status Immune (Blind) (4), Status Immune (Poison)
(4), Status Immune (Sleep) (4), and Status Immune (Zombie) (4).
NAMeless SONG Level 46
Target: Party Type: Magic Ability (12)
With the origins of this melody lost to time, generations of bards
have learned to improvise around the gaps in the original music. For
this reason, it is said that no two performances of the Nameless
Song will ever be the same. Nameless Song bestows one randomly-
determined Status Condition; roll a d8 for each active party member
and consult the table below to see which Status they gain.
Roll Status Gained
1 Shell (4)
2 Protect (4)
3 Regen (4)
4 Reraise ()
5 Aura (4)
6 Float (4)
7 Haste (4)
8 Vanish (4)
Operetta Level 46
Target: Group Type: Magic Ability (12)
A haunting, almost alien melody swirls into being, drawing waves of
mana from the enemy as it swells to a climax. Operetta has a CoS of
Expertise, M. Evasion of reducing the targets' MP to 50% of its
current value, regardless of ARM or M. Armor values. Roll separately
for every eligible combatant in the targeted Group.
Requiem Level 46
Target: Group Type: Magic Ability (12)
Sad yet peaceful, this elegant song is a heartfelt appeal to the
roaming and restless dead wandering the world, deprived of their
eternal rest. Against Undead targets, Requiem has a CoS of
Expertise, M. Evasion of reducing the targets' HP to 50% of its
current HP. This damage is not modified for ARM or M. ARM, but is
still subject to the Damage Cap. Roll separately for every eligible
combatant in the targeted Group.
Seraph Song Level 46
Target: Party Type: Magic Ability (12)
Swept up in a wave of lush harmonies, the Bard's allies find
themselves re-energized, overcoming wounds and aches to battle
with renewed vigor. Seraph Song bestows the Status Condition
Regen (4) .
Goddess' Hymnus Level 55
Target: Party Type: Magic Ability (14)
The odd rhythms and cadences of this song move the very elements
of magic, coaxing ambient power to surround the Bard's allies.
Goddess' Hymnus bestows the Status Condition MP Quarter (4).
LITTLe SONG Level 55
Target: Group Type: Magic Ability (14)
The odd rhythms and cadences of this song move the very elements
of magic, coaxing ambient power to surround the Bard's allies. Little
Song has a CoS of Expertise, M. Evasion of inflicting the Status
Condition Mini (4). Roll separately for every eligible combatant in the
targeted Group.
LOVe SerenAde Level 55
Target: Group Type: Magic Ability (14)
Not as much a melody as a torrent, this musical onslaught rings
heavy with buried passions and emotional turmoil. Love Serenade
inflicts (19 x MAG) + 4d12, M. Armor Magical damage to all
combatants in the targeted Group, striking automatically. In addition,
Love Serenade has a flat CoS of 30% of inflicting the Status
Condition Confusion (4); roll separately for every eligible combatant
in the targeted Group.
Shining Fantasia Level 55
Target: Party Type: Magic Ability (14)
Striking up a repetitive yet hypnotic hymn, the Bard calls sweeping
beams of light down from the heavens to envelop his allies and
shield them from harm. Shining Fantasia bestows the Status
Conditions Protect (4) and Shell (4).
EARTH BLUES Level 64
Target: Group Type: Magic Ability (16)
The deep, resonant notes of this melody shake the earth to its very
core, conjuring pillars of rock and dust. Earth Blues inflicts (22 x
MAG) + 5d12, M. Armor Earth Elemental damage to all combatants
in the targeted Group, striking automatically. In addition, Earth Blues
has a flat CoS of 30% of inflicting the Status Condition Petrify (4);
roll separately for every eligible combatant in the targeted Group.
HERO's Rime Level 64
Target: Party Type: Magic Ability (16)
This swelling, majestic anthem conjures up images of ancient
warriors and mighty deeds celebrated through the ages, spurring all
who hear it to greater heights of determination. Hero's Rime
bestows the Status Conditions Agility Up (4), Armor Up (4), Magic
Up (4), Mental Up (4), Power Up (4), and Spirit Up (4).
FINAL FANTASY THE ROLEPLAYING GAME 76
Last Song Level 64
Target: Party Type: Magic Ability (16)
Beginning with a few gentle notes, this song quickly careens into a
whirlstorm of chord and key shifts, testing the Bard's ability to its
limit. Last Song bestows the Status Condition Haste (4).
Threnody Level 64
Target: Group Type: Magic Ability (16)
Stirred by the Bard's mournful melody, a howling pack of elemental
spirits descends upon the enemy, overwhelming them in short order.
Threnody has a CoS of Expertise, M. Evasion of inflicting the Status
Condition Element Weak (4), Element chosen by the Bard; roll
separately for every eligible combatant in the targeted Group.

FINAL FANTASY THE ROLEPLAYING GAME 77
Chemist
In the Chemist's world, the flask is mightier than the sword. Though
rarely unarmed, a Chemist prefers to let his vials and bottles do the
talking. With an extensive knowledge of herbal and alchemical lore,
these adventuring academics can create an impressive variety of
potions, poultices, and poisons that have effects ranging from simple
wound closure to fireballs as big around as houses. While the
Chemist may use magical ingredients in his concoctions, his methods
are purely scientific -- the equations and proportions involved in his
mixtures obey strict physical laws, and this is a matter of pride to the
chemist. In a world where magic often takes center stage, it is the
chemist's mission to prove to his companions -- and perhaps more
importantly, his enemies -- that while bending reality is a powerful
skill, it is no match for making reality work for you.
JOB STR VIT AGI SPD MAG SPR
Chemist +8 +8 +12 +12 +12 +8
JOB PROFILE
Representatives: Rikku (FFX), Chemist Job (FFV, FFT, FFTA)
HP Die: d8
MP Die: n/a
Weapons: Bows, Gloves, Knives, Rifles, Staves
Armor: Armwear, Hats, Suits, Robes
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Technical
Expertise Formula: (Alchemy Rating / 2) + Level + (MAG x 2)
AZOTH
The Chemist's primary area of expertise is potions and items here,
long hours spent crouched over an alembic can have strange and
useful effects.
Pharmacology Level 1
Target: Self Type: Support Ability
Chemists can coax maximum potency out of almost any item,
boosting its beneficial powers far beyond the manufacturer's original
intentions. Pharmacology is automatically applied to any Recovery
Item used by the Chemist, replacing the effect given in Chapter 6
with the one shown in the table below. Effects prefaced with a +
add to rather than replace the original effect.
Table 4-4: Pharmacology Effects
ITEM ENHANCED EFFECT
Tonic Restores 50 HP
Potion Restores 100 HP
Hi-Potion Restores 250 HP
Mega Potion Restores 200 HP
Hyper Potion Restores 500 HP
X-Potion Restores HP to maximum
Ultra Potion Restores 400 HP
Tincture Restores 30 MP
Ether Restores 60 MP
Hi-Ether Restores 150 MP
Hyper Ether Restores 300 MP
X-Ether Restored 600 MP
Elixir ---
Megalixir ---
Phoenix Down +Restores HP to 25% of maximum
Phoenix Pinion ---
Mega Phoenix +Restores HP to 25% of maximum
Antidote +Status Immune (Poison) (4)
+Status Immune (Venom) (4)
Eye Drops +Status Immune (Blind) (4)
Echo Herbs +Status Immune (Silence) (4)
Tranquilizer +Status Immune (Berserk) (4)
Bandage +Status Immune (Disable) (4)
+Status Immune (Immobilize) (4)
Alarm Clock +Status Immune (Sleep) (4)
+Status Immune (Unaware) (4)
Cornucopia +Status Immune (Mini) (4)
Maidens Kiss +Status Immune (Toad) (4)
Golden Needle +Status Immune (Petrify) (4)
+Status Immune (Stone) (4)
Holy Water +Status Immune (Curse) (4)
+Status Immune (Zombie) (4)
Chronos Tear +Status Immune (Slow) (4)
+Status Immune (Stop) (4)
+Status Immune (Sap) (4)
Remedy +Target gains Status Immune to all Status
Conditions cured by Remedy (4)
Treatment Level 11
Target: Party Type: Fast Action
The Chemist directs a weak stream of vital energy over his
comrades, creating a cloud of blue motes to ease their ills and
pains. Treatment suppresses the effects of all negative Status
Conditions currently affecting the Party until the end of the next
Status Phase. This does not protect the Party from Status Conditions
inflicted after Treatment has been used, nor can Status Conditions
affected by Treatment be canceled by other means while their effects
are being suppressed. Status timers continue to count down as
normal with the exception of those of Petrify and Condemned
these Conditions do not count down during the Status Phase if
suppressed during the course of the Round.
FINAL FANTASY THE ROLEPLAYING GAME 78
Distribute Level 22
Target: Party Type: Reaction
The Chemist is a master of judging dosage, allowing him to wring the
maximum effect out of almost any curative. When triggered,
Distribute allows the Chemist to take any 'excess' HP or MP beyond
the targets maximum values and divide it evenly amongst the rest of
the Party, Chemist included. For instance, if the Chemist uses a Hi-
Potion on an ally with 340 HP and a maximum HP value of 400 HP,
only 60 of the 125 Hit Points the Hi-Potion restores are needed to
heal her up to maximum value. The remaining 65 are rounded down
to 63, then divided equally between the other three members of the
Party, restoring 21 HP to all. If this results in any further 'excess' HP
or MP, that excess is lost.
With an item like an Elixir, which restores a character's Hit Points
to their maximum value, the excess is equal to what the character's
current HP was before the item was used. For example, an Elixir
used on an ally with a current HP value of 240 and a maximum HP
value of 604 gives the Chemist 240 HP to split evenly between all
Party members.
If the item that triggered Distribute has Target: Group, select one
of the allies affected when deciding how many HP and MP to
distribute.
Trigger: Chemist uses a Recovery Item on a Party member whose
healing effect restores the target's Hit or Magic Points above their
maximum values
Mix Level 34
Target: Varies Type: Fast Action
By combining two one-shot items, the Chemist can create a potent
mixture many times more powerful than its ingredients. Mix allows
the Chemist to combine two Battle Items from his Inventory Slot into
one powerful combined product full rules for doing so are found in
Appendix I.
W-item Level 47
Target: Self Type: Support Ability
Enough close calls, and a Chemist becomes adept at slinging items
fast enough to see his comrades out of any tight spot. W-Item allows
the Chemist to make two consecutive Item Actions at the cost of a
single Action.
Auto-POtION Level 61
Target: Self Type: Reaction
At the pinnacle of his powers, the Chemist's mastery of potions and
curatives is wired to hair-trigger reflexes; even as injury strikes, the
Chemist has just the right item at hand to administer blessed relief.
When triggered, Auto-Potion allows the Chemist to immediately use
one Recovery Item in their Inventory Slot on themselves. If a Status
triggered Auto-Potion, the Item used must be one that cancels the
Status; if damage triggered it, the Item must restore Hit Points.
Auto-Potion will only trigger once per attack, even if the attack
inflicts damage as well as a Status Condition; in this case, the
Chemist must decide whether to recover the lost HP or cancel the
Status.
Trigger: Chemist takes Physical or Magical damage, or is afflicted
with a negative Status Condition


FINAL FANTASY THE ROLEPLAYING GAME 79
Dancer
Though these days their name tends to conjure visions of perfumed
fops and bar-room wenches, the Dancer's profession has a long and
sacred history. In distant antiquity, priestesses and temple dancers
summoned divine power through the movements of their bodies,
yoking sun, tide, life, and death in elaborate and carefully
choreographed ceremonies. The best of their number dedicated
their lives to the art, beginning their training at an early age and
performing until age began to dull their flexibility; at this stage, they
would retreat behind the scenes, guiding their successors' careers
in turn.
In time the old religions fell out of favor, but the power within those
ceremonies lived on, harnessed by a new generation of
practitioners. Though a few still practice the traditional ways, today's
Dancers are by and large removed from their roots, using their skills
to sow discord rather than call for divine favor. One thing, however,
has not changed: the profession remains primarily female-
dominated. The reasons for this are as much biological as cultural
few males can muster the intense agility and grace required to
successfully execute the most complex dances; fewer still have the
cool needed to overcome the deep-seated ridicule male Dancers will
inevitably face for their career choice.
JOB STR VIT AGI SPD MAG SPR
Dancer +10 +5 +14 +14 +9 +8
JOB PROFILE
Representatives: Penelo (FFTA2), Dancer Job (FFV, FFT, FFXI),
Songstress Dressphere (FFX-2)
HP Die: d8
MP Die: n/a
Weapons: Claws, Flails, Gloves, Knives, Rods, Staves
Armor: Armwear, Hats, Suits, Robes
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Artistic
Expertise Formula: (Dancing Rating / 2) + Level + (AGI x 2)
DANCE
With a Dancer, every movement has a purpose. The position of a
foot, the timing of a step, the twist of a hip or neck all of these
things combine to unlock a reservoir of mystical power.
Flirt Level 1
Target: Single Type: Fast Action
A Dancer is not above exploiting her wiles to gain that all-important
edge in combat. Flirt has a CoS of Mind, M. Evasion of preventing
the target from directly targeting the Dancer with attacks and effects
(4). Target: Group and All effects function as normal, and are not
affected by Flirt. Treat this as a Mystify-type effect.
Perform Level 1
Target: As Effect Type: Fast Action
Traditionally, most dance is structured, but the Dancer prefers to
play things fast and loose, improvising steps and motions as the
spirit strikes. When a Dancer chooses to Perform, her player must
first select the Rank she wishes to dance at. At Level 1, only Rank I
will be available, but as the Dancer advances in Levels, additional
Ranks will be unlocked.
After selecting the appropriate Rank, the Dancer's player then rolls
a d6. On a roll of 1 to 5, the Dancer executes the dance given for
that number in the Rank; resolve the effects as listed. For instance, if
the Dancer was performing a Rank I dance and rolled a 4, she would
perform Witch Hunt. If the Dancer is performing at a Rank lower than
the highest available to her, a roll of 1 to 5 means that the Dancer
can choose which one of the five dances she performs.
A roll of 6 at any Rank means the Dancer failed to summon any
substantial power from her performance. She instead makes an
immediate Attack Action against an active combatant of her choice
within the targeted Group, striking automatically for 75%, Armor
Physical damage.
Because Perform requires the Dancer to be in motion, it is sealed
by both Curse and Immobilize. Furthermore, because the targets are
determined by the individual dances, the Dancer does not have to
initially declare what she is targeting when Perform is used.
Rank 1 Dances Level 1
1 Sleepy Shuffle
The Dancer kicks up an energetic jig, but with each passing motion
the speed decreases further and further, leaving observers straining
to stay awake. Sleepy Shuffle has a CoS of Expertise, M. Evasion of
inflicting the Status Condition Sleep (4).
Target: Single
2 Ochu Dance
The Dancer twists and turns in a mad, chaotic dance, limbs flailing
wildly in nausea-inducing arcs as poisonous mist steams from every
pore. Ochu Dance has a CoS of Expertise, M. Evasion of inflicting
the Status Condition Poison ().
Target: Single
3 Temptation Tango
This whirling, twirling dance imitates the mating dance of Chocobos
-- filled with movements that are tempting, surprising and enigmatic
all at the same time, combined with wild flashes of color. So utterly
disorienting is this dance, those who view it often lose track of the
world around them. Temptation Tango has a CoS of Expertise, M.
Evasion of inflicting the Status Condition Confusion (4).
Target: Single
4 Witch Hunt
The Dancer channels mystical forces into her steps, sending magical
shockwaves towards the target with each stomping step. Witch Hunt
inflicts 50% Physical damage on the targeted combatant, striking
FINAL FANTASY THE ROLEPLAYING GAME 80
automatically. Any damage dealt by Witch Hunt is subtracted from the
target's MP rather than HP; damage calculations use the Dancer's
AGI, regardless of the Weapon currently equipped.
Target: Single
5 Darkness Dance
While most of this dance's movements are dramatic and fiery, the
true heart of this dance is in the low movements from time to
time, the Dancer will swing her legs out along the ground, kicking up
a mighty cloud of dust in her target's face. Darkness Dance has a
CoS of Expertise, M. Evasion of inflicting the Status Condition Blind
(4).
Target: Single
Rank 2 Dances Level 15
1 Slow Dance
While they start out quick, the Dancer's movements grow slower and
slower as the dance wears on, seeming to drag time itself with it.
Slow Dance has a CoS of Expertise, M. Evasion of inflicting the
Status Condition Slow (4).
Target: Single
2 Jitterbug
With a flurry of quick steps, the Dancer sucks the target's vitality
away, using it to enhance her own motions. Jitterbug inflicts 50%
Physical damage on the targeted combatant, striking automatically.
The Dancer regains a number of Hit Points equal to the damage
inflicted; damage calculations use the Dancer's AGI, regardless of
the Weapon currently equipped.
Target: Single
3 Misdirecting Masque
The Dancer sways and dodges through the thick of the enemy,
singling out an opponent to be caught up in the rhythms of her
dance. Misdirecting Masque has a CoS of Expertise, Evasion of
allowing the Dancer to share the target's physical space. For as long
as this is the case, any Physical Melee and Ranged attacks that
target the Dancer will target the Masque's victim instead. Group and
All effects that would normally affect the Dancer or target affect both;
in the case of the latter, both the Dancer and the target will be hit
once as normal.
Masque's effect lasts for the remainder of the current Round. At
the beginning of the next Round, the Dancer can sustain the Masque
by making another successful d% roll against the same CoS. This
counts as a Zero Action, and does not prevent the Dancer from
taking other Actions. However, the Dancer cannot use Perform for
the remainder of the Round if she decides to sustain.
Target: Single
4 Disarming Dervish
Swirling and spinning, the Dancer spirals madly in a whirl of
confusing motions and wild gyrations. The utter unpredictability of
this dance befuddles the target, causing defenses to be misdirected
and leaving weak points exposed. Disarming Dervish has a CoS of
Expertise, M. Evasion of canceling all Barrier-type Status Conditions
currently active on the target, save Shield.
Target: Single
5 Wicked Waltz
This devilish dance sends the Dancer in circles around the target in
three step bursts; every third step sends a slash of dark energy
through the target, blasting away life force. Wicked Waltz has a CoS
of Expertise, M. Evasion of reducing the targeted combatant's
current Hit Points by 33% of their current value. Regardless of how
many HP the target currently possesses, Wicked Waltz may never
inflict more than 999 damage. Treat this as a Gravity-type effect.
Target: Single
Rank 3 Dances Level 30
1 Borrowed Time
Alternating jerky movements and sudden bursts of speed
interspersed with no movement at all, the Dancer is able to shake
the target's perception of and position within time. Borrowed Time
has a CoS of Expertise, M. Evasion of inflicting the Status Condition
Sap (6).
Target: Single
2 Wiznaibus
The Dancer throws herself into a furious spin, building up both chi
and momentum before releasing the accumulated payload straight
into the midst of the enemy. Wiznaibus inflicts 100%, Armor Physical
damage on all active combatants in the targeted Group, striking
automatically. Damage calculations use the Dancer's AGI, regardless
of the Weapon currently equipped.
Target: Group
3 Break Dance
Pounding her feet on the ground, the Dancer causes a geyser of
rock and dirt to erupt from beneath the target. Break Dance has a
CoS of Expertise, M. Evasion of inflicting the Status Condition Petrify
(4).
Target: Single
4 Polka
The Dancer shows off her agility, disillusioning the target of the
notion that muscle power is truly better. Polka has a CoS of
Expertise, M. Evasion of inflicting the Status Condition Power Down
(4) on all eligible combatants in the targeted Group. If the d% roll
results in a 20 or lower, Polka instead inflicts Power Break (4).
Target: Group
5 Heathen Frolick
The Dancer dances a light-hearted jig, the exuberance of her
movements cutting through her foes' concentration like a knife.
Heathen Frolick has a CoS of Expertise, M. Evasion of inflicting the
Status Condition Magic Down (4). If the d% roll results in a 20 or
lower, Heathen Frolick instead inflicts Magic Break (4). Roll
separately for each eligible combatant.
Target: Group
FINAL FANTASY THE ROLEPLAYING GAME 81
Rank 4 Dances Level 45
1 Forbidden Dance
This dance has neither name nor form not even the Dancer knows
what will happen as she embarks on the first steps, moving purely as
instinct guides her to rain calamity on her foes. Forbidden Dance
automatically inflicts randomly determined Status Conditions on all
eligible combatants in the targeted Group; roll a d8 for each affected
combatant and consult the table below to determine which Status
Condition they now suffer from. Status Immunities apply as normal; a
Status Resistance means Forbidden Dance has a flat CoS of 50% of
inflicting the Condition in question.
Roll Status Condition
1 Poison ()
2 Blind (6)
3 Silence (6)
4 Slow (6)
5 Stop (4)
6 Toad ()
7 Confuse (6)
8 Sleep (6)
Target: Group
2 Deadly Duet
The Dancer whirls about the target with her weapon outstretched.
When a full circle is complete, the Dancer's weapon takes on an
ominous red glow; as she begins her second round, her victim's life
force streams in desperate, unwilling pursuit. With a final flourish, the
Dancer completes her steps, claiming the target's life for her own.
Deadly Duet inflicts 100%, Armor Physical damage on the target,
striking automatically. In addition, it inflicts 50% Physical damage on
the target, striking automatically; this damage is subtracted from its
MP rather than its HP. The Dancer regains a number of Hit and
Magic Points equal to the damage inflicted in this fashion; all damage
calculations use the Dancer's AGI, regardless of the Weapon
currently equipped.
3 Miniature Minuet
The Dancer stretches out; her entire body uncoils further with each
passing step, growing longer and longer until all who watch her
seem to feel the world shrinking around them. Miniature Minuet has
a CoS of Expertise, M. Evasion of inflicting the Status Condition Mini
().
Target: Single
4 Dance of the Dead
With a mere handful of steps, the Dancer becomes a conduit for dark
and unholy energies, sapping the life from anything unfortunate
enough to be caught in her path. Dance of the Dead has a CoS of
Expertise, M. Evasion of instantly reducing the target to 0 HP,
regardless of their current HP scores, Armor, or M. Armor ratings.
Treat this as a Death effect.
Target: Single
5 Debilitating Flourish
Flashing motes of mystical energy pepper the air as the Dancer
sways and gyrates, popping in a dozen hues and shades. A final
flourish leaves the lights surrounding a single foe, glowing in unison
before fading out. Debilitating Flourish has a CoS of Expertise, M.
Evasion of inflicting the Status Condition Element Weak on the target
for an Element of her choice (4).
Target: Single
Rank 5 Dances Level 60
1 Sword Dance
The Dancer draws her weapon, sweeping it around in long and
graceful strokes that tail her every movement until she has become
a dervish of destruction. Sword Dance inflicts 200%, Armor Physical
damage on the targeted combatant, striking automatically. Damage
calculations use the Dancer's AGI, regardless of the Weapon
currently equipped.
Target: Single
2 Violent Flourish
Considered by many to be the ultimate dance, this complex series of
steps has the ability to freeze an entire army in its tracks. Violent
Flourish has a CoS of Expertise, M. Evasion of stunning all eligible
combatants in the targeted Group, forcing them to skip their next
turn. Treat this as a Seal-type effect. Roll separately for each eligible
combatant.
Target: Group
3 Dirty Dancing
By guiding an enemy's movements through her own, a trained
Dancer can open up holes in defense at will, creating weak points
where none existed before. Dirty Dancing has a CoS of Expertise, M.
Evasion of inflicting the Status Condition Meltdown (2); Status
Immunities are ignored when resolving Dirty Dancing's effects.
Target: Single
4 Fatal Flamenco
The Dancer approaches a single target with fast, aggressive steps,
producing a red rose from the depths of her clothing. Poison glints
on the flower's thorns as the Dancer whirls around, raking her victim
with one swift movement before slipping the rose away again. Fatal
Flamenco has a CoS of Expertise, M. Evasion of inflicting the Status
Condition Venom (4).
Target: Single
5 Felicity
The Dancer suddenly accelerates, body twitching and writhing in a
frenzy of motion that defies observation. Felicity allows a Dancer to
immediately perform two Dances at no additional cost. Choose two
Dance Ranks or the same Rank twice and roll a d6 for each one
to determine which Dances are performed. If Felicity is rolled again
during this process, ignore the result and reroll.
FINAL FANTASY THE ROLEPLAYING GAME 82
Engineer
Drills, robots, airships the Engineer's mechanical wizardry
conjures any number of miracles from bolts, oil, and a little ingenuity.
Though their talents extend to all machines great and small,
Engineers channel most of their energy into bewildering inventions
they seem to spend every spare moment refining, building, and
designing. Unpredictable at best, these devices are just as likely to
spit out smoke as searing death, but every failure only seems to
redouble the Engineers determination and any success more than
makes up for the embarrassing malfunctions along the way.
JOB STR VIT AGI SPD MAG SPR
Engineer +13 +10 +13 +8 +10 +6
JOB PROFILE
Representatives: Cid Pollendina (FFIV), Edgar Roni Figaro (FFVI),
Rikku (FFX), Gadgeteer Job (FFTA), Mustadio Bunanza (FFT)
HP Die: d8
MP Die: n/a
Weapons: Crossbows, Claws, Gloves, Light Swords, Swords,
Polearms, Rifles
Armor: Gauntlets, Hats, Suits, Shields
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Technical
Expertise Formula: (Invent Rating / 2) + Level + (AGI x 2)
TOOLS
Engineers are firm believers in the power of a good set of tools
with the right implement, anything can happen. Unlike other Experts,
rolls against the Engineer's Expertise can botch - any roll of 95 to
100 is considered an automatic miss or failure, regardless of the
character's Skill or other modifiers.
Invention Level 1
Target: Self Type: Support Ability

The Engineer is capable of creating and wielding Inventions using
the rules given in Appendix I. As described in Chapter 2, they begin
the game with a single device built during the character creation
process, and can assemble additional ones as the game progresses.
Initially, Engineers are limited to a single Invention Level 1 device,
but quickly learn to build bigger and better Inventions as they gain
experience. Every few Levels, they gain the ability to build another,
higher-level Invention. The exact progression for this is given in the
table below.
Table 4-9: Invention Level Progression
INVENTION LEVEL ACCESSIBLE AT LEVEL
1 1
2 8
3 15
4 22
5 29
6 36
7 43
8 50
9 57
10 64
Regardless of how many Invention Levels the Engineer can access,
they are restricted to having one Invention of each Level at one
time. At Level 15, for instance, the Engineer could have one
Invention Level 1 device, one Invention Level 2 device, and one
Invention Level 3 device. If he wanted to build another Level 2
device, he would have to discard or dismantle the existing one. Using
an Invention in battle is a Fast Action by default, though the Delay
Defect turns this into a Slow Action.
Peep Level 11
Target: Single Type: Fast Action
A keen eye is essential to an Engineers success. Peep has a CoS of
Expertise, M. Evasion of allowing the Engineer to see a targets
Level, current and maximum Hit and Magic Points, as well as any
Elemental Weaknesses the target may possess.
Reclaim Level 22
Target: Self Type: Support Ability
Clever Engineers can salvage workable parts from almost any
source. Reclaim gives the Engineer a CoS of (Invent Skill Rating) -
40 to recover a single Part after any battle in which at least one
Construct-type opponent was defeated. The exact nature of the Part
is left to the GMs discretion, but should generally have an Availability
of around 100 - Engineers Level. Using Reclaim will not affect any
items or treasure the opponent would normally drop upon defeat.
Dismantler Level 34
Target: Single Type: Slow Action (10)
By pilfering vital components from a mechanical opponent, a skilled
Engineer can induce an instant and destructive malfunction.
Dismantler has a CoS of Expertise, Evasion of reducing a Construct
target to 0 HP, regardless of its current HP score, Armor, or M.
Armor rating; treat this as a Death effect. This Ability may also be
used to disarm mechanical traps and security measures at the GMs
discretion.
FINAL FANTASY THE ROLEPLAYING GAME 83
Maintenance Level 47
Target: Party Type: Fast Action
Veteran Engineers keep a close eye on their comrades' equipment,
ensuring that it is always in top condition. Maintenance gives the
Engineer and all active allies in the party Immunity to Weaken-type
Status Conditions (4).
Dual Invention Level 61
Target: Varies Type: Support Ability
A master Engineer always has the right device to hand, swapping
Inventions in the blink of an eye. Dual Invention allows the Engineer
to make two consecutive Ability Actions with Inventions of Level 5 or
lower at the cost of a single Action.

FINAL FANTASY THE ROLEPLAYING GAME 84
Gambler
To the Gambler, all of life's a game and the only way to win is to
ante up. Masters of chance, Gamblers crave excitement on almost
primal level, chasing risks and payoffs through back-alley dice pools,
high-stakes poker games, and monster-infested dungeons with
scarcely a thought to their own safety. Parties looking for steady,
predictable comrades will not find much to like in the Gambler's
brash manner; if anything, they are the archetypical loose cannon,
ready to plunge into danger at a moment's notice or stake an entire
kingdom on the throw of the dice.
Gambling against the Empire, with
nothing to lose but my life... I haven't
felt so excited in years!
Setzer Gabbiani
FINAL FANTASY VI
But experienced Gamblers also know a thing or two about playing
the odds; with a Gambler in the party, the laws of probability become
surprisingly malleable.
JOB STR VIT AGI SPD MAG SPR
Gambler +8 +8 +10 +12 +12 +10
JOB PROFILE
Representatives: Setzer Gabbiani (FFVI), Cait Sith (FFVII), Selphie
Tilmitt (FFVIII), Wakka (FFX), Lady Luck Dressphere (FFX-2), Corsair
Job (FFXI)
HP Die: d8
MP Die: n/a
Weapons: Boomerangs, Crossbows, Gloves, Knives, Light Swords
Armor: Armwear, Hats, Shields, Suits
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Thievery
Expertise Formula: (Gambling Rating / 2)+ Level + (MAG x 2)
FORTUNE
The Gambler's techniques are as unpredictable as the Gambler
himself, as liable to bowl over a legion of foes as strike the party
dead on the spot. But for every time those powers fizzle at a crucial
moment, there's that moment when the Gambler's luck pays off big,
pulling the party out of the fire when they need it most. Which way
will Lady Luck turn with you? Roll the dice, spin the reels, and find
out!
! A Gambler's Luck
Fortune smiles on all Gamblers any roll of 1 to 20 on an
Expertise check is considered a Critical Success.
Double Up Level 1
Target: Self Type: Support Ability
Risk big to win big! Double Up is used in conjunction with a Slots
Ability, and has an additional Gil cost equal to 50% of the Reel set's.
By announcing that they are using Double Up and paying the Gil,
Gamblers may roll an additional d10 for the Reel and choose the
higher of the two results. For Reels that require more than one d10
roll, the player must specify which of the d10 he wishes to apply the
second roll to. The Double Up die is always rolled first if the
second die comes up with the same result as the original roll, the
Reels' result is a Bust and the Gambler loses 10% of his current Hit
Points, regardless of the actual Reel used.
? Double Up in Action
Caprice the Gambler decides to Double Up on Magic Reels. This
costs her an additional 250 Gil half of Magic Reels' basic
cost of 500 but allows her to roll another d10 for one of the
three d10 rolls. She opts to use the extra die for the right reel
and rolls it, getting a 7. Caprice then makes the roll for Magic
Reels, getting a 4 for the left reel, a 7 for the center reel, and a
2 for the right reel. As she can choose the higher of the two
rolls, she uses the 7 from Double Up instead of the 2.
However, if she'd opted to use Double Up for the center reel,
she would have ended up with a Bust both the first and
second roll came up with a 7.
Dice Level 15
Target: Single Type: Slow (6)
With a liberal application of chi, the Gambler can enlarge his trusty
dice to many times their original size, sending them out to bowl over
his foes with a practiced flick of the wrist. Dice allows the Gambler to
immediately roll 2d6. If the dice come up doubles, Dice has no
effect; if the dice come up double 1s, the Gambler immediately loses
50% of his current Hit Points. All other results deal (Roll Total) x
Gambler's Level Physical damage to the targeted combatant, striking
automatically; this damage is not reduced by any Status Condition
save Shield
lucky Seven Level 29
Target: Single Type: Reaction
No matter where your travels may take you, seven remains the
luckiest of numbers. When triggered, Lucky Seven allows the
Gambler to make an immediate counterattack against the combatant
who damaged him, striking automatically. This attack has a CoS of
Expertise, Evasion. How much damage it inflicts depends on the
result of this roll:
Outcome Damage Inflicted
Botch 0
Failure 7
Success 77
Critical Success 777
Damage dealt by Lucky Seven cannot be reduced.
Trigger: Any attack reduces the Gambler's Hit Points to a number
ending in '7.'
FINAL FANTASY THE ROLEPLAYING GAME 85
Do Over Level 36
Target: Self Type: Support Ability
Sometimes, you just have to raise the stakes that little bit further. Do
Over allows the Gambler to pay a number of Gil equal to the full cost
of a Reel Ability to roll another d10 in the same manner as Double
Up. The Gambler's player must choose which d10 will be affected;
unlike Double Up, however, Do Over can be used after the die has
been rolled. Going Bust with Do Over caries the same penalties as
Double Up, immediately ending the Reels and costing the Gambler
10% of his HP.
Bribe Level 36
Target: Single Type: Fast Action
The Gambler isn't the only one who know the value of a Gil. Bribe
allows the Gambler to make an offering of money to the target,
hoping it is either greedy or unscrupulous enough to take the cash
and run. The player begins by deciding how much money they wish
to offer. Whether of not the Bribe succeeds depends on how much
money the character offers the higher the sum compared to the
target's Gil value, the greater the CoS. However, the player will not
know the basic CoS when making the roll the only thing they have
to run on its their own intuition.
Table 4-5: Basic Bribe CoS
BRIBE OFFERED BASIC CoS
10% or more of target's Gil value 10
25% or more of target's Gil value 20
50% or more of target's Gil value 40
100% or more of target's Gil value 60
200% or more of target's Gil value 100
Bribe attempts below 10% of the target's Gil value automatically fail.
Additional modifiers may be imposed on the basic CoS, depending on
the circumstances; some examples are given in the table below.
Table 4-6: Bribe Modifiers
CONDITION MODIFIER
Target is at 25% or less of maximum HP +20
Target is outnumbered two to one or more +20
Target is of High intelligence -10
Target is of Elder intelligence -20
Previous Bribe attempt made against target +10
Once the GM has determined the final CoS, the player makes the roll.
A failure means that the target pockets the Bribe, but does nothing
further. The money is lost, though the Gambler may try again. If the
roll is successful, the target is immediately Ejected from the battle,
dropping its Very Rare item. Notorious, Boss, and End Boss
monsters are immune to Bribe's effects.
Phantom Dice Level 43
Target: Party Type: Fast Action
With the swiftness of a consummate professional, the Gambler
throws a handful of translucent dice into the air, counting under his
breath until pairs begin tumbling down in front of his allies. When
every die has finally rolled to a stop, their dots glow ominously; a
second later, they simply vanish. Phantom Dice allows the Gambler to
bestow beneficial effects on himself and his immediate allies. Roll
2d6 for every active combatant in the Gambler's party, then consult
the table below to see which benefit the Phantom Dice confer.
Roll Effect
2 Character gains the Status Condition Shell (4).
3 Character gains the Status Condition Protect (4).
4 Character gains the Status Condition Ruse (4).
5 Character gains +40 M. EVA (4).
6 Character gains +30 ACC (4).
7 Character gains +30 M. ACC (4).
8 Character gains the Status Condition Haste (4).
9 Character gains the Status Condition Reflect (4).
10 Weapon equipped in character's Weapon Slot
gains Piercing (4).
11 Character's final Gil share for this battle increases
by +25% (4).
12 Character's final XP share for this battle increases
by +25% (4).
Only one Phantom Dice effect may be active on each party member
at any one time. If the Ability is used a second time, the new effect
immediately replaces the old one. This applies even if the second
Phantom Dice come from a different combatant than the first. Effects
granted by Phantom Dice cannot be canceled by Dispel or similar
effects they are only removed when their timers reach '0' or the
current battle ends.
Spare Change Level 64
Target: Group Type: Fast Action
Some might accuse Gamblers of throwing their money away, but
never quite this literally. Infused with chi, Gamblers can turn a
handful of coins into a deadly projectile, piercing even the toughest
defenses with ease. Spare Change allows the Gambler to spend Gil to
inflict (Spent Gil / 10) Physical damage on all eligible combatants in
the targeted group, striking automatically. How many Gil are spent is
left up to the Gambler's discretion, but must be at least 10 or
greater in order for Spare Change to be used. Damage inflicted by
Spare Change cannot be reduced, and cannot exceed 999.
SLOTS
To a Gambler, a slot machine is the essence of life distilled into a
single device. Sometimes you win big, sometimes you lose it all;
everything is always in flux, but if you know how to work things, you'll
end up ahead of the game by the day's end. The Slot Abilities pay
tribute to this philosophy; each is modeled after the deeds of a
FINAL FANTASY THE ROLEPLAYING GAME 86
famous Gambler, and has its own particular effects and tricks.
All Slot Abilities cost a certain amount of Gil to use. The exact
amount varies from Ability to Ability, and will be clearly listed in the
Ability's description. Furthermore, their effects are entirely random,
determined by die roll after the initial payment has been made.
Depending on how well the Gambler rolls, the end result can be
either helpful or harmful after all, nothing is ever guaranteed when
throwing yourself at the mercies of fortune.
! Lining Up the Slots
Many of the Reels have players roll a d10 and then make two
Skill Checks. This is intended to simulate an attempt to line up
three of a kind on a slot machine the first roll determines
which set they're trying to match, and the other two check
whether the player is successful in getting the other two slots
to line up with the first.
Element Reels Level 1
Target: Group Type: Fast Action
A Gambler once remarked that she believed her fortune ebbed and
flowed with the elements. Places too steeped in the forces of Ice,
Wind, or Water would 'cool' any winning streak regardless of the
Gambler's skill; the only way out, she reasoned, was to arrange the
elements in one's favor. While she never quite succeeded in finding a
method that satisfied her, her beliefs are captured within these reels.
Element Reels allows the Gambler to make Elemental attacks
against one or several opponents; each use of this Ability costs 10
Gil. After the payment is made, the Gambler rolls a d10, then
consults the table below to see what the reels have turned up.
Roll Result Element
1 Black Shadow
2 - 3 Red Fire
4 - 5 Blue Water
6 - 7 Gold Lightning
8 - 9 Silver Ice
10 White Holy
The Gambler then makes two Task Checks against his Gambling Skill,
each with a Conditional Modifier of -10. If both Checks are
successful, all eligible combatants in the targeted Group suffer
100%, Armor Elemental damage, where the Element in question is
the result previously rolled. If one check fails, the Gambler makes an
immediate Attack Action against a single randomly determined
combatant in the Group for 100%, Armor Elemental damage. If both
checks fail, the Gambler makes a normal Attack Action against a
single randomly determined combatant in the Group. If multiple
Weapons are equipped, decide which is used to make the attack
any [Element] Strike Abilities on the Weapon are automatically
overridden by the effects of Element Reels.
Moogle Reels Level 8
Target: As Effect Type: Fast Action
This set commemorates an eccentric figure popularly known as The
Mog Gambler. Such was his fondness for Moogles that when he
finally struck it rich, said Gambler opened a casino entirely staffed by
the diminutive creatures, mingling among his employees in a Moogle
suit of his own design. Though the casino is closed and the Mog
Gambler long gone, a small part of him still remains in these reels.
Moogle Reels allows the Gambler to call up a number of beneficial
effects and attacks; each use of this Ability costs 25 Gil. After the
payment is made, the Gambler rolls a d10, then consults the table
below to see what the reels have turned up.
Roll Result Conditional Modifier
1 - 3 Star +10
4 - 5 Crown +10
6 - 7 Heart +0
8 Moogle +0
9 Bar -20
10 Cat Face -30
Once the result has been determined, the Gambler makes two Task
Checks against his Gambling Skill with the Conditional Modifier listed
for the result. If both Checks are successful, the Gambler
immediately executes the effect listed for the given result below. If
one or both Checks are failed, the Gambler executes the Toy Box
result instead. If the Gambler rolls the 'Cat Face' result and then
Botches either of the subsequent rolls, the Gambler executes the
Joker Doom result.
STAR Mog Dance
A moogle appears in front of the party and dances a happy jig,
revitalizing the Gambler and his allies. Mog Dance restores (4 x
MAG) + 3d8 Hit Points to all active allies.
Target: Party
CROWN Toy Soldiers
A platoon of toy soldiers marches onto the battlefield, leveling their
rifles and opening fire on the Gambler's foes. Toy Soldiers inflicts (6
x MAG) + 3d8, M. Armor Magical damage on all active combatants
in the targeted Group, striking automatically.
Target: Group
HEART Lucky Gal
A seductive woman in a bunny suit appears, blowing a kiss at a
single party member before disappearing. Lucky Gal raises the
target's ACC to 255 and grands the Critical Up status for the
remainder of the battle.
Target: Single
MOOGLE Combine
A portly Moogle suit materializes around the Gambler and wastes no
time in zipping up, trapping the Gambler in its smothering confines.
Combine increases the Gambler's ARM and M. ARM by +100%
respectively and increases his ACC to 255, as well as bestowing
Immunity to all Status Conditions, positive or negative.
However, as long as Combine remains in effect, the Gambler may only
use his Actions to throw a Punch (Single, 150%, Armor damage) or
Kupo Nut (Single, 125% Armor damage, Ranged). Both are
FINAL FANTASY THE ROLEPLAYING GAME 87
considered standard Attack Actions, and are calculated accordingly.
Combine lasts until the end of battle, at which stage the Gambler is
automatically reduced to 1 Hit Point.
Target: Self
BAR - Summon
The Gambler's powers bring a weak Summon to the battlefield. Roll a
d10, then resolve the Summon's Call effect as given in Appendix III,
using the Gambler's MAG and M. ACC where appropriate.
Roll Call
1 - 2 Ifrit Inferno
3 - 4 Ramuh Thunder Spark
5 - 6 Shiva Snowstorm
7 Sylph Whispering Wind
8 Titan Earthen Fury
9 Kirin Life Guard
10 Cait Sith Cat Rain
CAT FACE All Over
When three portions of the Cat Face are lined up, its eyes glow
yellow for a brief moment; anything unfortunate enough to stare
directly into this sudden burst of life drops dead on the spot. All
Over reduces all eligible combatants in the targeted Group to 0 Hit
Points, regardless of current HP, ARM, and M. ARM values. Treat this
as a Death-type effect. Notorious, Boss and End Boss enemies are
immune to All Over's effects.
Target: Group
BOTCH on CAT FACE Joker Doom
All reels carry some measure of risk in them, but the most powerful
can have devastating consequences when the Gambler's luck turns.
Joker Doom immediately casts the Blue Magic Spell Roulette on the
battlefield (Number of Active Combatants / 2) times. It is possible for
a Blue Mage to learn Roulette in this fashion.
Target: All
TOY BOX Varies
Something creaks in the heavens, and a large object rains down on
one unfortunate foe. Toy Box has a random effect on one randomly
determined combatant in the targeted Group, striking automatically.
Roll 1d10 and consult the table below to find Toy Box's exact effects.
Roll Result
1-2 A one-ton weight crushes the target, inflicting (2 x STR)
+ 3d6, Armor Physical damage.
3-4 Sharp icicles pierce the target, inflicting (2 x MAG) +
3d6, M. Armor Ice Elemental damage.
5-6 A small house flattens the target, inflicting (3 x STR) +
3d8, M. Armor Physical damage.
7-8 A grossly overweight chocobo splashes onto the target,
inflicting (3 x MAG) + 3d8, M. Armor Magical damage.
9 A titanic hammer cracks down on the target, reducing
the target's Magic Points by 10% of their current value.
10 A comet roars into the target, inflicting (4 x MAG) +
4d6, M. Armor Magical damage.
Status Reels Level 22
Target: Group Type: Fast Action
The origins of this reel set are lost in mystery, but some rumor that
Hades himself had a hand in their creation. Their role is primarily a
cautionary one, ever reminding Gamblers of the misery that games
of chance can bring.
Status Reels allows the Gambler to inflict Status Conditions on
opponents; each use of this Ability costs 50 Gil. After the payment is
made, the Gambler rolls a d10 to see which Status Condition is
inflicted.
Roll Symbol Status Inflicted
1 Shades Blind (4)
2 Droplet Poison (4)
3 Stars Confuse (4)
4 Broken Leg Immobilize (4)
5 Broken Arm Disable (4)
6 Clock Slow (4)
7 XXX Curse (4)
8 ... Silence (4)
9 ZZZ Sleep (4)
10 Red Cloud Berserk (4)
Once this is determined, the Gambler makes two d% rolls with a CoS
of Expertise, Evasion one using the highest EVA in the targeted
Group as a modifier, one using the lowest. If neither is successful,
nothing happens. If one is successful, a randomly determined
combatant in the targeted Group will be afflicted with the Status
rolled earlier. If both rolls are successful, all active combatants in the
targeted Group are afflicted with the Status rolled. Immunities apply
as normal.
Chocobo Reels Level 43
Target: As Effect Type: Fast Action
These reels remember a successful Gambler who believed that
Chocobo birds were particularly lucky, and endeavored to have them
around wherever he gambled. He eventually vanished, having sunk
most of his winnings into searching for the elusive Gold Chocobo he
was certain would assure his fortune for life.
Chocobo Reels allows the Gambler to call up a number of beneficial
effects and attacks; each use of this Ability costs 200 Gil. After the
payment is made, the Gambler rolls a d10, then consults the table on
the next page to see what the reels have turned up.
Roll Result Conditional Modifier
1 - 3 Chocobo +0
4 - 5 Airship -10
6 - 7 Diamond -10
8 Dragon -20
9 Bar -20
10 7 -30
Once the result has been determined, the Gambler makes two Task
Checks against his Gambling Skill with the Conditional Modifier listed
for the result. If both Checks are successful, the Gambler
FINAL FANTASY THE ROLEPLAYING GAME 88
immediately executes the effect listed for the given result below. If
one or both Checks are failed, the Gambler executes the Lagomorph
result instead. If the Gambler rolls the '7' result and then Botches
either of the subsequent rolls, the Gambler executes the Joker Doom
result.
CHOCOBO Chocobo Stampede
A sudden stampede of Chocobos shakes the battlefield, flattening
the one combatant unfortunate enough to be left in their path.
Chocobo Stampede inflicts (21 x MAG) + 5d8, M. Armor Magical
damage to the targeted combatant, striking automatically.
Target: Single
AIRSHIP Dive Bomb
The steady thrum of engines fills the air, accompanied by a sinister,
high-pitched whistling. Suddenly, an airship swoops overhead,
disgorging a single bomb before peeling away again. Dive Bomb
inflicts (21 x MAG) + 5d8), M. Armor Fire Elemental damage to all
eligible combatants in the targeted Group, striking automatically.
Target: Group
DIAMOND Prismatic Flash
Man-sized cards of multicolored light rise from the ground, shearing
through anything in their way. Prismatic Flash inflicts (24 x MAG) +
4d10, M. Armor Holy Elemental damage to the targeted combatant,
striking automatically.
Target: Single
DRAGON Megaflare
Wyrmking Bahamut, lord of the dragons, descends from above and
bathes the enemy in searing magical fire. Megaflare inflicts (24 x
MAG) + 4d10, M. Armor Magical damage to all eligible combatants
in the targeted Group, striking automatically.
Target: Group
BAR Summon
The Gambler's powers bring a modestly powerful Summon to the
battlefield. Roll a d10, then resolve the Summon's Call effect as given
in Appendix III, using the Gambler's MAG and M. ACC where
appropriate.
Roll Call
1 Midgarsormr Earth Aura
2 Carbuncle Ruby Light
3 Golem Earth Wall
4 Seraphim Reviver
5 Ark Propeller Wind
6 Doomtrain Runaway Train
7 Kujata Tetra-Disaster
8 Alexander Divine Judgment
9 Anima Torment
10 Cerberus Counter Rockets
7 All Over
A jackpot bell rings and the words ALL OVER appear in glowing,
larger-than-life letters, hiding the enemy from sight. When the words
finally vanish, the Gambler's foes are nowhere to be found. All Over
reduces all eligible combatants in the targeted Group to 0 Hit Points,
regardless of current HP, ARM, and M. ARM values. This is not a
Death-type effect, and will not be affected by Resistances or
Immunities. Notorious, Boss and End Boss enemies are immune to
All Over's effects.
Target: Group
FAILURE Lagomorph
A small pink rabbit in a floppy straw hat materializes in front of the
Gambler, showering the party with healing magic before vanishing
again. Lagomorph restores (10 x MAG) + 3d8 Hit Points to all active
allies.
Target: Party
BOTCH on 7 Joker Doom
Without the risk of loss, winning loses its fundamental thrill indeed,
any good Gambler knows that to win anything, you must be prepared
to lose everything. Joker Doom immediately casts the Blue Magic
Spell Roulette on the battlefield (Number of Active Combatants / 2)
times. It is possible for a Blue Mage to learn Roulette in this fashion.
Target: All
Attack Reels Level 50
Target: Group Type: Fast Action
This set celebrates a renowned tournament fighter with a love for
games of chance. Having memorized the major weak points of the
human body, this fighter would always begin his battles by thrusting
at one of these points at random, leaving his defenses open all in
the hopes of landing that single lucky strike. Today, his fearless risk-
taking so fundamental to the very nature of the Gambler is
celebrated by all who use these reels.
Attack Reels allows the Gambler to make multiple, potentially
enhanced attacks against a single opponent; each use of this Ability
costs 400 Gil. After the payment is made, the Gambler selects an
active combatant in the targeted Group at random and makes three
attacks against this target. Each attack has a CoS of Expertise,
Evasion. If the Gambler is under the effects of Blind, this CoS is
reduced to (Expertise / 2), Evasion.
The attack's effects depend on whether the roll was a failure,
success, Critical Success, or Botch:
FAILURE Miss!
The Gambler has missed entirely. Nothing happens.
SUCCESS Hit!
The Gambler successfully hits an opponent. The targeted combatant
suffers 100%, Armor Physical damage.
CRITICAL SUCCESS YEAH!
The Gambler strikes a critical hit. The targeted combatant suffers
200%, Armor Physical damage.
BOTCH BUST!
The Gambler has only succeeded in hitting herself. The Gambler
suffers 75%, Armor Physical damage.
FINAL FANTASY THE ROLEPLAYING GAME 89
After all three attacks have been resolved, Attack Reels has no
further effect.
Magic Reels Level 57
Target: Single Type: Fast Action
Once upon a time, the story goes, an apprentice mage struggled to
master the basics of spellcasting. Indeed, no matter how hard he
tried, his concentration always wavered at the critical moment.
Distraught, he abandoned his studies to spend his meager savings
at the roulette table. Then, however, something unexpected
happened as he nervously watched the roulette ball bouncing
along the wheel, he realized that he was chanting the incantation for
basic Fire magic under his breath. At the exact moment the ball
stopped, a gout of flame erupted across the table, badly scorching
the veneer and nearly igniting the steward on the spot.
Elated, if rather poorer from the damages, the apprentice tried the
spell once more, only to meet with failure again as long as he
concentrated on what he was saying, the spell refused to come. Only
when transfixed by the spin and bounce of the ball did the magic
cast as bidden. Today, Gamblers who use these reels do so as much
to commemorate the apprentice's life as his discovery that chance is
indeed the most powerful force in the universe.
Magic Reels allows the Gambler to cast certain Red Magic Spells at
no MP cost; each use of this Ability costs 500 Gil. After the payment
is made, the Gambler rolls 3d10. The first d10 is for the left reel,
and determines the Level of the Spell cast by the Gambler. The
second d10 is for the center reel, and determines how many times
the Spell will be cast. The third and final d10 determines the Spell
number, and decides exactly which Spell is cast.
Roll Left Reel Center Reel Right Reel
1 Level 3 x1 Spell Number 1
2 Level 3 x1 Spell Number 2
3 Level 4 x1 Spell Number 3
4 Level 4 x1 Spell Number 4
5 Level 5 x2 Spell Number 5
6 Level 6 x2 Spell Number 6
7 Level 6 x2 Spell Number 7
8 Level 7 x3 Spell Number 8
9 Level 8 Angel Spell Number 9
10 TH EE ND
? Magic Reels in Action
Caprice pays the required Gil for Magic Reels and rolls three
d10. The first, for the Spell Level, comes up a '6' a Level 6
Spell. The second, the number of times the Spell will be cast,
rolls a '4' the Spell will be cast once. That just leaves the
question of which Spell will be actually cast. Caprice's third roll
is a 8 she will cast Spell Number 8 for Level 6, or Waterga,
once on a target of her choice.
A roll of 10 on any of the three Reels is effectively a 'wild card' the
player can choose which of the nine preceding results to use.
However, if TH, EE, or ND are used in combination with certain other
results, no Spell is cast; instead, the Gambler unleashes a unique
effect. These combinations are:
TH + EE + ND The End
The immediate battlefield suddenly becomes a serene garden, its
beautiful flower fields only marred by a crumbling tombstone in the
midst of the enemy ranks. Engraved in the weathered rock are just
two words: THE END. The End reduces all eligible combatants in the
targeted Group to 0 Hit Points, regardless of current HP, ARM, and
M. ARM values. This is not a Death-type effect, and will not be
affected by Resistances or Immunities, even those possessed by
Notorious, Boss, and End Boss enemies.
Target: Group
TH + Angel + ND Rapture
Ethereal angel wings shimmer into life behind the combatants,
threatening to lift them into skies at a moment's notice. When
Rapture is cast, a six-Round timer begins. If the battle has not
finished before the timer reaches '0,' Rapture reduces all active
combatants on the battlefield to 0 Hit Points, regardless of current
HP, ARM, and M. ARM values. This is not a Death-type effect, and will
not be affected by Resistances or Immunities. Notorious, Boss and
End Boss enemies are immune to Rapture's effects.
Target: All
Angel + ND + Anything But TH Full Cure!
The entire party is fully healed of all wounds. Full Cure restores the
Gambler and all active allies in the immediate Party to maximum Hit
Points.
Target: Party
TH + Angel + Anything But ND Wall!
Beams of light pierce the ground, pulling up a solid chunk of earth
to shield the Gambler's allies from harm. Wall bestows the Status
Condition Wall on the Gambler and all active allies in the immediate
Party (4).
Target: Party
Angel + Any Other Combination Devil's Laugh
The center reel begins to spin again, finally stopping on a laughing
devil's face. Nothing happens the Gambler has wasted his Action
and money.
Target: Single
Assuming the Gambler does not trigger one of the special effects, he
will instead cast the appropriate Spell given in Table 4-7 below as
many times as the Center Reel indicated. All Spells are treated as
Target: Single, regardless of their actual Target; harmful Spells will
always target an opponent of the Gambler's choosing, while helpful
Spells affect an ally chosen by the Gambler see Chapter 8 for more
details.
FINAL FANTASY THE ROLEPLAYING GAME 90
Table 4-7: Magic Reel Spell Results
SPELL NUMBER LEVEL 3 LEVEL 4 LEVEL 5 LEVEL 6 LEVEL 7 LEVEL 8
1 Aera Bio Aeraga Charm Renew Old
2 Blizzara Confuse Protectga Esuna Freeze Black Hole
3 Cura Drain Blizzaga Flare Reflect Celestial Stasis
4 Fira Haste Curaga Shellga Nuke Massacre
5 Protect Raise Firaga Quake Shockwave Pulsar Meltdown
6 Regen Ruse Mini Siphon X-Zone Break
7 Silence Shell Stone Stop Toad Holy
8 Thundara Basuna Thundaga Waterga Venom Rebirth
9 Zombie Watera Time Slip Vanish Pain Shield
10 Any Level 3 Any Level 4 Any Level 5 Any Level 6 Any Level 7 Any Level 8
FINAL FANTASY THE ROLEPLAYING GAME 91
Mediator
Demagogues, peacekeepers, diplomats, con men men and women
with the Mediators talents can be found in all walks of life, practicing
the arts of silver tongue and careful suggestion as meticulously as a
warrior would his swordsmanship. Though Mediators can put up a
fair fight in battle, their strength lies not in arms, but in their ability
to manipulate others into doing their bidding; with little more than
the right word at the right time, an Mediator can accomplish almost
anything.
Keenly intelligent and meticulously logical, the average Mediator
may seem a poor fit for a wandering band of rough-and-tumble
adventurers. However, those honeyed words reach further than
mere fireballs and flashing blades; given a chance, the Mediator's
talents can open doors in many places or sow the seeds of
confusion on the battlefield on an unimagined scale.
JOB STR VIT AGI SPD MAG SPR
Mediator +8 +8 +12 +10 +10 +12
JOB PROFILE
Representatives: Orator Job (FFT), Beastmaster Job (FFV, FFXI,
FFTA), Reis Duelar (FFT)
HP Die: d8
MP Die: n/a
Weapons: Knives, Flails, Instruments, Rifles
Armor: Armwear, Hats, Suits, Robes
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Social
Expertise Formula: (Negotiation Rating / 2)+ Level + (SPR x 2)
SPEECHCRAFT
The Mediator is master of rhetoric, a consummate professional who
can make the cut and thrust of debate seem as thrilling as the clash
of steel.
Tame Level 1
Target: Single Type: Magic Ability
A wise Mediator knows never to underestimate the power of mercy
offered at the right moment. Tame allows the Mediator to spare a
single opponent reduced to 0 HP prior to the Mediators turn in the
current Round, recruiting them as a temporary ally. Treat this as a
Mystify-type effect; Gil, XP, and items are awarded as if the opponent
had been defeated in the normal manner. Notorious, Boss, and End
Boss opponents are immune to Tame's effects by default.
In exchange for being spared, the opponent is willing to perform
one action on the Mediator's behalf before the 'spell' is broken; to
do so, the Mediator must herself make a Fast Action. Out of combat,
this assistance will usually allow the party to overcome an obstacle
they would not clear under their own steam; in combat, the opponent
will use one attack or Ability chosen at the GM's discretion. Once the
deed is done, the Mediator has no further hold over the opponent; in
most cases, the Tamed opponent will immediately flee.
Initially, the Mediator is limited to a single 'recruit' at a time, but
may add one additional opponent at Levels 16, 31, 46, and 61, for a
grand total of 5. A given opponent may not be Tamed more than
once.
ENtrust Level 10
Target: Single Type: Magic Ability
The Mediator's knack for studied negotiation can drastically alter the
flow of battle. Entrust allows the target to immediately take a turn,
even if it has already acted in the current Round. When targeting
hostile combatants, including allies under the effect of Charm or
Confuse, Entrust has a CoS of Expertise, M. Evasion; against allies,
Entrust is automatically successful.
If the target has any Actions remaining, the Mediator may take
another turn when the target would normally act during this Round;
the target loses this later turn in exchange for being able to act on
the Mediator's current Initiative. If the target is currently charging a
Slow Action, that Action is immediately canceled; if the target has not
acted this Round, the Mediator can take another turn on the tick the
Slow Action would have normally gone off on. If the Slow Action
would not have finished charging during the current Round, the
Mediator will not get another turn.
? Entrust in Action
Mint (Initiative 36), Hiro (Initiative 12), Haze (Initiative 16), and
Lautrec the Mediator (Initiative 15) are locked in combat. Mint
and Haze act, then Lautrec's turn comes up. If he uses Entrust
on Hiro, Hiro can act immediately on Lautrec's current Initiative
of 15; Lautrec will act again on Hiro's Initiative of 12.
Alternately, Lautrec can target Haze, allowing him to take a
second turn this Round; in exchange, he effectively gives up his
own turn. He could also target Mint, in which case Mint would
take an immediate turn and Lautrec can take an Action when
Mint would normally act next thanks to her Extreme Initiative: at
1 tick.
Parley Level 19
Target: Single Type: Magic Ability
With a little careful negotiation, an Mediator can convince a critically
wounded foe that discretion is indeed the better part of valor. Parley
can only target opponents whose current Hit Points are 25% or less
of the maximum value, and has a CoS of Expertise, M. Evasion of
convincing the target to immediately flee the battle. Treat this as an
Eject-type effect. Opponents who have been affected by Parley can
also be automatically Tamed as a Zero Action.
Advice Level 28
Target: Single Type: Magic Ability
Through careful direction and timely suggestions, a Mediator is
capable of guiding her allies to victory. Advice bestows the Status
Condition Critical Up (4).
FINAL FANTASY THE ROLEPLAYING GAME 92
Intimidation Level 37
Target: Single Type: Magic Ability
Intimidation is just that: a rapid-fire stream of withering invective that
systematically strips away the target's concentration and confidence,
leaving it dramatically shaken. Intimidation has a CoS of Expertise,
M. Evasion of increasing the target's range for Automatic Misses
and Botches from 95 to 100 to 75 to 100 (4); during this time, any
Critical Hits or Critical Successes are treated as normal successes.
Manipulate Level 46
Target: Single Type: Magic Ability
The Mediator wraps her victim in a skein of skewed logic,
dragooning it into obeying her every command for a few precious
moments. Manipulate has a CoS of Expertise, M. Evasion of inflicting
the Status Condition Charm on the targeted combatant (4).
Invite Level 55
Target: Single Type: Magic Ability
With sweet words and studied persuasion, an Mediator can convince
almost anything to fight on her behalf. Invite has a CoS of Expertise,
M. Evasion of converting a single opponent into a temporary ally.
Treat this as a Mystify-type effect; Notorious, Boss, and End Boss
opponents are immune to Invite's effects by default. If successful,
the opponent will immediately begin fighting for the Mediator's party,
using whatever attacks and Abilities the GM deems appropriate.
After the battle is over, opponents 'converted' in this fashion are
considered defeated and will yield the normal rewards. They will also
follow the Mediator until called upon to help; doing so requires the
Mediator spend a Fast Action. If called up in another battle, the
Invited opponent will fight for the Mediator until the end of that
battle, acting according to GM discretion; out of combat, the Invited
opponent will offer whatever assistance it can for one Scene. After
this, it will make its escape. The Mediator may never have more than
one Invited opponent at any one time, though she may choose to
release a previously Invited opponent at any point for no cost. A
given opponent may not be Invited more than once.
Charge! Level 64
Target: Party Type: Magic Ability
The greatest battles in history began with but one word. Charge!
gives up to four of the Mediator's allies a limited CoS of making an
immediate Attack Action with whatever Weapon they currently have
equipped against targets of their own choosing. These Actions do
not count towards the attackers totals for that Round, and may be
taken even if the allies in question have already acted in the current
Round.
Every party member must make a separate d% roll to see if they will
actually attack; the CoS for this is based on the ally's current Hit
Points, as shown below.
Allys Hit Points CoS
100 to 76% of maximum 40%
75 to 51% of maximum 60%
50 to 25% of maximum 80%
25% or less of maximum 100%
If more than four allies succeed, the four lowest-rolling allies will
make Attack Actions.

FINAL FANTASY THE ROLEPLAYING GAME 93
Mime
The Mime is the chameleon of the adventuring ecosystem, training in
nothing yet studying everything; with no skills of her own yet every
skill around her. No one can say whether a true mimic is born or
made those with the innate talent tend to be nondescript
individuals with malleable personalities and a face almost destined to
fade into the crowd. Some accept this, subsuming that blank
persona into their abilities; others rebel, dressing in outlandish
costumes and monstrous masks, giving the world no choice but to
recognize them. Whatever the case may be, one thing is always
certain to face a Mime in battle is to stare into the face of chaos
itself.
JOB STR VIT AGI SPD MAG SPR
Mime +9 +9 +9 +9 +9 +9
JOB PROFILE
Representatives: Gogo (FFVI), Mime Job (FFV, FFT)
HP Die: d8
MP Die: d6
Weapons: Bows, Crossbows, Flails, Gloves, Knives, Rods, Staves
Armor: Armwear, Hats, Suits, Shields
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: None
Expertise Formula: (Acting Rating / 2) + Level + (SPR x 2)
MIMICRY
The Mimes greatest weapons are his friends and foes. Armed with
the uncanny ability to recreate the actions of those around him in
minute detail, a Mime can be as weak or as strong as anything
else on the battlefield.
Mimic Level 1
Target: Varies Type: Varies
By observing a target in battle, the Mime can mimic its actions. When
used, Mimic allows the Mime to replicate the last Action made or
Ability used prior to his turn. The effects and target will be identical
to the previous Actions even if they were randomly determined,
though all damage codes and CoS formulas use the Mimes
Attributes and Combat Statistics as their basis. Abilities which require
the use of a certain Weapon have this requirement waived, using
whatever Weapon the Mime currently has equipped instead. For
Iaido and Soul Blade, resolve the effects as if the Mime was
equipped with the Katana used in the last Action The only exception
are Actions which consume an Item the Mime must have the same
Item in his Inventory in order to be able to Mimic the Action,
consuming the Item in the process.
Actions with an MP cost require the Mimic to spend an equal
amount of MP if not enough MP is available, Mimic fails and the
Action is wasted. Actions with a Charge Time cannot be Mimiced
unless their effects were resolved directly before the Mimes turn; if
so, the Charge Time penalty carries over to Mimic.
Mirror Mimic Level 9
Target: Self Type: Support Ability
Slavish imitation alone does not always ensure success. Mirror Mimic
allows a Mime to use Mimic with either its original target or the
combatant who made the last Action as a target.
Command Mimic Level 17
Target: Single Type: Fast Action
Practice makes perfect. Command Mimic requires the Mime to select
a single ally and allows them to select one Fast Action, Slow Action,
Magic Ability, or Level of Spells that ally possesses and use it for the
duration of the current battle or Scene. Only one Ability or Spell
Level may be replicated in this fashion per battle or Scene. All
damage codes and CoS formulas use the Mimes Attributes and
Combat Statistics as their basis; Charge Times and MP costs carry
over as normal.
Abilities that require the use of a certain Weapon have this
requirement waived, using whatever Weapon the Mime currently has
equipped instead. The only exceptions to this rule are Iaido and Soul
Blade, which may not be mimiced in this fashion unless the Mime has
the relevant Katana equipped.
If Command Mimic is used to access a Level of Spells, only those
Spells available to the target can be used by the Mime. In the case
of Blue and Summon Magic, the Mime can take a number of Spells
or Calls with a combined MP value equal to his own maximum MP,
chosen from those the Mimes target has access to.
If Command Mimic is used to mimic the Dancer's Perform or the
Geomancer's Geomancy, the Mime uses whatever effect was
generated the first time around.
Memory Mimic Level 25
Target: Self Type: Support Ability
A long memory makes for a better performance. Memory Mimic
allows the Mime to use Mimic on any Action made prior to his turn
during the course of the current Round.
Final Mimic Level 33
Target: Varies Type: Reaction
Always bow out on a high note. When triggered, Final Mimic has a
CoS of 50 + SPR of allowing the Mime to immediately Mimic the
attack that reduced him to 0 HP, targeting the combatant that made
the original Action. Final Mimic is subject to the same restrictions as
Mimic, though any Charge Time is waived.
Trigger: Mimes HP reduced to 0 or lower by an attack
Command Mimic+ Level 41
Target: Self Type: Support Ability
The longer you spend with somebody, the better you know them.
Command Mimic+ allows the Mime to use Command Mimic on up to
two Spell Levels, Magic Abilities, Fast Abilities, or Slow Abilities per
battle or Scene.
FINAL FANTASY THE ROLEPLAYING GAME 94
Target Mimic Level 49
Target: Self Type: Support Ability
The best performer always puts his own spin on things. Target Mimic
allows a Mime to freely choose their targets when using Mimic.
Counter Mimic Level 56
Target: Varies Type: Reaction
Sooner or later, every performance becomes predictable. When
triggered, Counter Mimic has a flat CoS of 30% of allowing the Mime
to avoid the effects of the attack and immediately Mimic it, targeting
the combatant that made the original Action. Counter Mimic is
subject to the same restrictions as Mimic, though any Charge Time is
waived.
Trigger: Attack targeting the Mimic alone
Job Mimic Level 64
Target: Single Type: Fast Action
To master a role is to know its nuances. Job Mimic requires the Mime
to select a single ally, allowing them to use most Fast Abilities, Slow
Abilities, Magic Abilities, and Spell Levels available to that character
(4). The exceptions are Abilities gained after Level 50 and Level 7
and 8 Spells. For Blue Magic, no Spell with an MP cost of 100 or
higher may be used with Job Mimic; Summons and Calls are limited to
those with an MP cost of 150 or lower. Only one ally may be mimiced
in this fashion at any one time. If used out of combat, Job Mimic has
no time limit.
FINAL FANTASY THE ROLEPLAYING GAME 95
Thief
The Thief is something of an enigma. Where most heroes uphold the
law, the Thief openly flouts it. Her skills are invaluable when
infiltrating an enemy fortress or retrieving priceless artifacts from
talentless brigands, but for some reason that argument never holds
up when she's caught "practicing," whether she's been picking
pockets or climbing out of a second-floor window with a sack full of
silver. Even if she restricts her kleptophilia to adventuring pursuits,
the Thief is largely disrespected, but she doesn't let it get her down.
Even Paladins come running to her at the first sign of a trap or
complex lock. She may not have the reflexes of the Ninja or the
mechanical expertise of the Engineer, but she's got what she's got,
and she's damn good at using it. For most adventuring Thieves, it's
not about the money, but the challenge. Anyone can get rich by
staying in the city, but no one today makes traps like the ones in the
ancient ruins, and no one uses puzzle locks anymore. Who wants a
sack of gold when she could decorate her pad with an emerald the
size of her fist? The lack of motivation shown by her domestic
brethren is enough to make a grown Thief cry!
The Thief's best weapon is her attitude. When the excrement
strikes the windmill, no one remains as calm as the thief. She may
let fly with a storm of curses, or cry a few crocodile tears to throw
off her enemies (or even her allies), but deep down inside the Thief
knows she can handle whatever life throws at her. She's lived
through most of it, and what she hasn't seen doesn't scare her.
When the Thief does get shaken, it's a pretty good sign that things
are about to take a turn for the ugly.
JOB STR VIT AGI SPD MAG SPR
Thief +8 +8 +13 +15 +8 +8
JOB PROFILE
Representatives: Locke Cole (FFVI), Yuffie Kisaragi (FFVII), Rikku
(FFX), Thief Job (FFI, FFIII, FFV, FFXI, FFT, FFTA, FFX-2), Zidane
Tribal (FFIX)
HP Die: d8
MP Die: n/a
Weapons: Boomerangs, Light Swords, Knives, Ninja Blades, Swallows
Armor: Armwear, Hats, Suits
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Thievery
Expertise Formula: (Pickpocket Rating / 2) + Level + (AGI x 2)
SNEAK
In the Thiefs world, the hand is always quicker than the eye and
anything anything is ripe for the taking.
Steal Level 1
Target: Single Type: Fast Action
Thanks to a little cunning and a set of well-honed reflexes, a Thief
can pluck a targets valuables before it even has a chance to react.
Steal gives a Thief a CoS of Accuracy, Evasion of stealing an item
from the targeted combatant, provided that the combatant had a
treasure table set out for them using the rules in Appendix II. The
Weapon Skill in question is that used by whichever Weapon the Thief
has equipped; if more than one is equipped, choose which to use.
If successful, make a roll against Expertise, Evasion to see exactly
what the Thief has snatched:
Roll Result Item Stolen
Botch None
Failure Common
Beat CoS by 1 - 30 Uncommon
Beat CoS by 31 - 50 Rare
Beat CoS by 51+ Very Rare
A Critical Success increases the rarity of the item stolen by one
from Uncommon to Rare, or from Rare to Very Rare. Stealing an item
removes it from the treasure table; it will not drop after battle, and if
subsequent Steal rolls end up with the same item, nothing is taken
and the Action is wasted.
If Steal is used against a target without a treasure table, the Thief
must either declare what she is taking before making the roll, or
ends up with one random valuable at the GMs discretion. Note that
unlike the Skill Pickpocket, victims of Steal know immediately theyve
been robbed the Thief trades subterfuge for speed in this case.
Gil Snapper Level 8
Target: Group Type: Fast Action
Though the Thiefs forte lies in larger items, she is not above helping
herself to a strangers pocket change to fatten her own purse. Gil
Snapper has a CoS of (Expertise / 2) of allowing the Thief to snatch
a number of Gil equal to (Total Gil Value of All Opponents / 8). Gil
taken in this fashion are not deducted from the encounter rewards,
but multiple successful uses of Gil Snapper will not increase this
amount the Ability is only effective once per battle.
When used against other targets, the amount of Gil obtained in
this manner is left to the GMs discretion. As with Steal, victims of Gil
Snapper immediately notice their loss Thieves who want to avoid
rousing alarm will have to use Pickpocket instead.
Catch Level 15
Target: Self Type: Reaction
Some warriors are speedy enough to snatch incoming projectiles out
of the air, but only the Thief has the presence of mind to pocket
them. When triggered, Catch gives the Thief a flat CoS of 50% of
avoiding the attacks effects and immediately adding any Items or
Ammunition used in the attack to her Inventory Slot.
Trigger: Thief is targeted by a Throwing Weapon, Bow, Crossbow,
Rifle, or Ranged monster attack that inflicts Physical damage
FINAL FANTASY THE ROLEPLAYING GAME 96
Distract Level 22
Target: Single Type: Slow Action (8)
In tight quarters, a Thief quickly learns to use any means at her
disposal to divert attention from herself a cloud of dust, a bit of
overacting, or a even well-aimed stone can work wonders at the
right time. Distract has a CoS of Expertise, Evasion of inflicting the
Status Condition Unaware (2).
Mug Level 29
Target: Single Type: Slow Action (10)
Though the Thief prefers to pilfer her victims valuables with skill and
subtlety, there are times when a little cold steel gets far better
results. Mug allows the Thief to inflict 100%, Armor Physical damage
on the targeted combatant, striking automatically. After damage has
been resolved, the Thief has a CoS of Expertise, Evasion of stealing
an item from the target in the same manner as if Steal had been
used. This does not require an additional Action.
Detect Level 36
Target: Single Type: Fast Action
Careful observation is a cardinal virtue among Thieves; sometimes,
only a sharp eye and patience can spot the difference between a
prince and a pauper. Detect allows the Thief to see the targets
treasure table or any other items of significant value the target is
carrying. If used against an opponent with a treasure table, Detect
also increases the effectiveness of Steal for the remainder of the
battle, the Thief will steal an additional item every time a successful
Steal roll is made. The nature of this 'bonus' item depends on the
rarity of the stolen item:
Item Rolled Additional Item Stolen
Very Rare Rare
Rare Uncommon
Uncommon Common
Common None
If the additional item was already previously stolen, nothing happens
Steal proceeds as normal.
Steal Heart Level 43
Target: Single Type: Slow Action (14)
With her roguish air and charming manner, an experienced Thief can
worm her way into any heart, turning even bitter foes into smitten,
love-drunk zombies. Steal Heart has a CoS of Expertise, Evasion of
inflicting the Status Condition Charm (6). Against Humanoid
opponents, Steal Heart will only be effective if the target would
normally be receptive to the Thief's advances; all other monster
types are affected as normal.
Countertheft Level 50
Target: Single Type: Reaction
Many professions take advantage the brief opening after an
opponents attack to launch a counterassault. The Thief, true to her
nature, uses it to nab valuables from unsuspecting foes. When
triggered, Countertheft allows the Thief to immediately use Steal
against the opponent who made the attack, striking automatically.
Trigger: Thief is targeted by a Single-target Melee Attack Action that
deals Physical damage
Robber's Evidence Level 57
Target: Single Type: Slow Action (18)
A smart Thief recognizes a trapped chest or cursed coin when she
sees one; a smarter one keeps these hazards in store to wreak
havoc on her opponents, throwing them out in the midst of battle
where theyre least expected. Robbers Evidence inflicts 100% +
(Expertise x 2), Armor Physical damage, striking automatically.
Footwork Level 64
Target: Self Type: Support Ability
By channeling chi into her movements, a Thief can move with
blinding speed, striking and retreating long before her foes have
time to act. Footwork allows the Thief to add 20 to her Initiative
when determining it at the beginning of the Round.

FINAL FANTASY THE ROLEPLAYING GAME 97
MAGE JOBS
Mages are sorcerers and spellcasters, creating their attacks by
channeling mana, the power of magic, through their bodies. This
gives them flexibility in vast excess of other party members, but
does demand sacrifices Mages are physically weaker and more
vulnerable in combat than Warriors or even Experts.
Black Caller
The ability to draw on the magical creatures known as Summoned
Monsters is a rare one; to be able to control and sustain them in
battle is rarer still. The Black Caller is a study in compromises
though their abilities are limited and cannot anchor a Summon for
long, they compensate with a respectable command of Black Magic.
The result is a mixture of versatility and all-out power capable of
shifting the tide on any battlefield.
JOB STR VIT AGI SPD MAG SPR
Black Caller +5 +5 +10 +10 +15 +15
JOB PROFILE
Representatives: Rydia of Mist (FFIV)
HP Die: d6
MP Die: d10
Weapons: Bows, Flails, Knives, Rods, Staves
Armor: Armwear, Hats, Robes
Accuracy Bonus: +10
Skill Points: 280
Skill Aptitudes: Scholastic
BLACK MAGIC
Though not as skilled as a pure Black Mage, Black Callers are able
to hold their own in this powerful form of war magic.
Black magic Level 1
Target: Varies Type: Magic Ability
Black Callers have the ability to cast Black Spells from the lists in
Chapter 8 in battle. They begin with two Level 1 Spells at Level 1,
with additional Spells gained roughly every 3 Levels.
SPELL LEVEL NEW SPELL GAINED AT LEVELS
Black 1 3, 6, 9
Black 2 11, 13, 16, 19
Black 3 21, 23, 26, 29
Black 4 31, 33, 36, 39
Black 5 41, 43, 46, 49
Black 6 51, 53, 56, 59
Intuitive magic Level 1
Target: Varies Type: Magic Ability
Like a pure Black Mage, the Black Caller can turn her limited
elemental mastery to a variety of uses. More details on Intuitive
Magic can be found in Chapter 8.
Keywords: Destruction, Earth, Elemental Manipulation, Fire, Ice,
Lightning, Poison, Shadow, Water
EVOCATION MAGIC
Like the Summoner, the Black Caller is able to summon powerful
creatures from other worlds to serve and assist her, if only for short
periods of time. Though the process of finding and recruiting such
creatures is an arduous one, their power more than compensates for
any hardship.
Arcane Tongue Level 1
Target: Varies Type: Support Ability
Black Callers have the ability to communicate with Summoned
Monsters and other creatures of magical origin as if they had a
relevant Language* Skill at a Rating of 100, even if the creature is
not normally capable of communicating with intelligent beings.
Call Level 1
Target: Varies Type: Magic Ability (6)
Black Callers have the ability to call on Summoned Monsters from
the lists in Appendix III. In this case, the Summon in question
materializes long enough to unleash a single effect, then disappears.
Black Callers gain one Summoned Monster Lakshmi, Remora, or
Valefor at Level 1, acquiring additional Summons as the game
progresses at the GMs discretion.
Boost Level 30
Target: Varies Type: Magic Ability (8)

An experienced Black Caller can increase the power of her
Summons attacks by spending additional time channeling a portion
of her own power and mana into them. Boost is used in the same
manner as Call, but increases the effect of the Summon damage or
healing by +25%. Aside from the increased Charge Time, the MP
cost or Gil cost of the Summon increases by +25% to
compensate.
FINAL FANTASY THE ROLEPLAYING GAME 98
Black Mage
Other schools of magic are capable of unleashing powerful attack
spells, crippling or incapacitating opponents with the wave of a hand.
Black Magic, however, makes it the raison detre, existing for
destruction and nothing else. Trained in the devastating power of
the elements, its practitioners are a fearsome presence on any
battlefield. Alone, they can blast any opponent within an inch of its
life; together, they can stop armies in their tracks.
JOB STR VIT AGI SPD MAG SPR
Black Mage +5 +5 +10 +10 +15 +15
JOB PROFILE
Representatives: Black Mage Job (FFI, FFII, FFV, FFX-2, FFXI,
FFT,FFTA), Lulu (FFX), Palom of Mysidia (FFIV), Vivi Ornitier (FFIX)
HP Die: d6
MP Die: d10
Weapons: Bows, Knives, Rods
Armor: Armwear, Hats, Robes
Accuracy Bonus: +10
Skill Points: 280
Skill Aptitudes: Scholastic
BLACK MAGIC
Black Magic focuses on the offensive side of magic elemental
manipulation, destructive attacks and crippling Status Conditions. As
they gain experience, Black Mages grow in power and versatility,
gaining the ability to clear the battlefield in one swift action.
Black magic Level 1
Target: Varies Type: Magic Ability
Black Mages have the ability to cast Black Spells from the lists in
Chapter 8 in battle. They begin with three Level 1 Spells at Level 1,
with additional Spells gained every 2 Levels.
SPELL LEVEL NEW SPELL GAINED AT LEVELS
Black 1 3, 5, 7
Black 2 9, 11, 13, 15
Black 3 17, 19, 21, 23
Black 4 25, 27, 29, 31
Black 5 33, 35, 37, 39
Black 6 41, 43, 45, 47
Black 7 49, 51, 53, 55
Black 8 57, 59, 61, 63
Intuitive magic Level 1
Target: Varies Type: Magic Ability
Though his primary powers are offensive, the Black Mage can use
his command of the elements in more subtle ways. More details on
Intuitive Magic can be found in Chapter 8.
Keywords: Destruction, Earth, Elemental Manipulation, Fire, Ice,
Lightning, Poison, Shadow, Water

FINAL FANTASY THE ROLEPLAYING GAME 99

Red Mage
The Red Mage is the classic jack of all trades, a profession whose
versatility stands in stark contrast to the regimented, often
restrictive training of other Mage Jobs. Indeed, rather than keeping
their studies confined to a single school of magic, these versatile
spellcasters satisfy curiosity by dabbling in a little bit of everything:
White Magic, Black Magic, Time Magic, swordsmanship...
The quintessential free spirits, Red Mages tend to dress elegantly
and flamboyantly, using the romantic idealism of musketeers and
swashbucklers as a template. This carries over into their choice of
arms; they are particularly adept with bladed weapons, preferring to
fight with rapiers, sabres and other weapons that allow them to take
full advantage of the additional mobility afforded by their light armor.
Though other spellcasters may find Red Mages a little too flighty for
their liking, there is no denying that their palette of abilities is a
potent one.
JOB STR VIT AGI SPD MAG SPR
Red Mage +10 +8 +10 +10 +12 +10
JOB PROFILE
Representatives: Red Mage Job (FFI, FFIII, FFV, FFXI, FFTA)
HP Die: d8
MP Die: d8
Weapons: Bows, Flails, Knives, Light Swords, Rods, Staves, Swords
Armor: Armwear, Gauntlets, Hats, Helmets, Mail, Robes, Shields
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Scholastic
RED MAGIC
Red Magic is a synthesis of Black, White, and Time, giving its
practitioners access to a significant part of the magical spectrum.
Red Magic Level 1
Target: Varies Type: Magic Ability
Red Mages have the ability to cast Spells from the Red Magic list in
Chapter 8 in battle. They begin with three Level 1 Spells at Level 1,
with additional Spells gained roughly every 3 Levels. However, their
total Spell selection is limited to the following list:
SPELL LEVEL NEW SPELL GAINED AT LEVELS
Red 1 3, 6, 9
Red 2 11, 13, 16, 19
Red 3 21, 23, 26, 29
Red 4 31, 33, 36, 39
Red 5 41, 43, 46, 49
Red 6 51, 53, 56, 59
Intuitive magic Level 1
Target: Varies Type: Magic Ability
Red Mages command a vast array of powers; with a little creativity,
those selfsame forces can be dragooned into a variety of uses. More
details on Intuitive Magic can be found in Chapter 8.
Keywords: Barrier, Destruction, Earth, Elemental Manipulation, Fire,
Healing, Ice, Lightning, Poison, Shadow, Water, Wind
Dualcast Level 50
Target: Varies Type: Magic Ability (6)
From early on, Red Mages learn to compensate for their limited
library of magic by increasing the speed with which they cast their
Spells, pummeling foes with an unending barrage of sorcery.
Dualcast allows a Red Mage to cast two Red Spells at the cost of a
single Action. Both Spells must be chosen immediately; the Red
Mage must also have enough MP to cover the cost of both Spells.
Dualcast cannot circumvent any Status Condition that would normally
prevent a Red Mage from casting a Spell.

FINAL FANTASY THE ROLEPLAYING GAME 100
Sage
The Sage is a font of knowledge, the product of years of studies into
the very essence of magic. Where other Mages specialize in healing,
damage, or support, Sages are generalists, equally at home with the
crackle of lightning bolts or the touch of a healing hand. There are,
of course, compromises jack of all trades, master of none, the
Sage pays for his studious nature with a weaker constitution, while
his powers lack the focus and efficacy of a purer Mage.
Nonetheless, his broad body of wisdom and unrivaled versatility
make him a valuable asset to any adventuring group.
JOB STR VIT AGI SPD MAG SPR
Sage +5 +5 +10 +10 +10 +10
JOB PROFILE
Representatives: FuSoYa (FFIV), Sage Job (FFIII), Tellah (FFIV)
HP Die: d6
MP Die: d10
Weapons: Rods, Staves
Armor: Armwear, Hats, Robes
Accuracy Bonus: +10
Skill Points: 280
Skill Aptitudes: Scholastic
RED MAGIC
Red Magic is a synthesis of Black, White, and Time, giving its
practitioners access to a significant part of the magical spectrum.
Red Magic Level 1
Target: Varies Type: Magic Ability
Sages have the ability to cast Spells from the Red Magic list in
Chapter 8 in battle. They begin with three Level 1 Spells at Level 1,
with additional Spells gained roughly every 2 Levels.
SPELL LEVEL NEW SPELL GAINED AT LEVELS
Red 1 3, 4, 5, 7
Red 2 9, 11, 12, 13, 15
Red 3 17, 19, 20, 21, 23
Red 4 25, 27, 28, 29, 31
Red 5 33, 35, 36, 37, 39
Red 6 41, 43, 44, 45, 47
Red 7 49, 51, 52, 53, 55
Red 8 57, 59, 60, 61, 63
I am doom itself !
Tellah
FINAL FANTASY IV
Intuitive magic Level 1
Target: Varies Type: Magic Ability
Sages command a vast array of powers; with a little creativity, those
selfsame forces can be dragooned into a variety of uses. More
details on Intuitive Magic can be found in Chapter 8.
Keywords: Barrier, Destruction, Earth, Elemental Manipulation, Fire,
Healing, Ice, Lightning, Poison, Shadow, Water, Wind

FINAL FANTASY THE ROLEPLAYING GAME 101
Summoner
The Summoner's allies have names as varied as their natures.
Summoned Monsters, Phantom Beasts, Espers, Guardian Forces,
Eidolons, Aeons all represent creatures not native to this realm of
existence, born of pure magic and capable of manifesting powers
that overshadow even the greatest feats of sorcery. Some Summons
reside within the material world, making their homes on the highest
mountains and deepest oceans; others exist solely within the realm
of magic itself, all but separated from reality until a Summoner's call
lures them out of their seclusion.
The Summoner's power lies in her ability to communicate with
these inscrutable creatures a gift inherited rather than learned,
passed down among families and tribes over centuries. Those with
the Summoners talent are often marked by it, resulting in slight but
unusual mutations; the most common of these is a distinctive
unicorn-like horn sprouting from the middle of the Summoners
forehead, capable of carrying thoughts and emotions between her
and her charges. Successful Summoners are able to alloy these
natural abilities with the demeanor needed to win a Summons trust
and the strength needed to slash them into submission if gentle
negotiation fails.
JOB STR VIT AGI SPD MAG SPR
Summoner +10 +6 +10 +7 +12 +15
JOB PROFILE
Representatives: Yuna (FFX), Summoner Job (FFIII, FFV, FFT, FFTA)
HP Die: d6
MP Die: d10
Weapons: Bows, Flails, Knives, Rods, Staves
Armor: Armwear, Hats, Robes
Accuracy Bonus: +10
Skill Points: 280
Skill Aptitudes: Scholastic
SUMMON MAGIC
Summon Magic draws powerful magical beings into the physical
world, anchoring them just long enough to do the Summoners
bidding.
Arcane Tongue Level 1
Target: Varies Type: Support Ability
Summoners have the ability to communicate with Summoned
Monsters and other creatures of magical origin as if they had a
relevant Language* Skill at a Rating of 100, even if the creature is
not normally capable of communicating with intelligent beings.
Summon Level 1
Target: Varies Type: Magic Ability
Summoners have the ability to call on Summoned Monsters from the
lists in Appendix III. Unlike the weaker Callers, Summoners have the
ability to keep a Summon in battle over longer periods of time by
entering a trance-state, turning a Summoned Monster into a potent
and active force in the field. Summoners gain one Summoned
Monster Lakshmi, Remora, Valefor, Ifrit, Ramuh, or Shiva at Level
1, acquiring additional Summons as the game progresses at the
GMs discretion.
Grand Summon Level 33
Target: Varies Type: Magic Ability (15)
An experienced Summoner can unlock a Summons full potential,
bringing them to the battlefield at the height of their powers. Grand
Summon follows the same basic rules as Summon, but brings the
Summoned Monster into the battle with all Abilities available, Grand
Summon Abilities included.
FINAL FANTASY THE ROLEPLAYING GAME 102
Time Mage
Sometimes called Cosmic Mages, Time Mages tap on the forces of
the time and space themselves. In reshaping the elusive power of
the cosmos, they can freeze an opponent in their tracks or rain
flaming meteors down upon them; open gates in time and space, or
banish someone into another dimension entirely. The most powerful
are capable of folding up history in the blink of an eye or traveling
across the eons by sheer willpower alone a fact that makes most
other spellcasters glad of the Time Mages' relative scarcity.
JOB STR VIT AGI SPD MAG SPR
Time Mage +5 +5 +10 +10 +15 +15
JOB PROFILE
Representatives: Time Mage Job (FFV, FFT, FFTA)
HP Die: d6
MP Die: d10
Weapons: Bows, Knives, Rods, Staves
Armor: Armwear, Hats, Robes
Accuracy Bonus: +10
Skill Points: 280
Skill Aptitudes: Scholastic
TIME MAGIC
The power of Time Magic is the power of creation itself. Its
practitioners harness the withering power of quasars and novas,
stretch seconds into hours, or tear through the fabric of reality
outright.
TIme magic Level 1
Target: Varies Type: Magic Ability
Time Mages have the ability to cast Time Spells from the lists in
Chapter 8 in battle. They begin with three Level 1 Spells at Level 1,
with additional Spells gained every 2 Levels.
SPELL LEVEL NEW SPELL GAINED AT LEVELS
Time 1 3, 5, 7
Time 2 9, 11, 13, 15
Time 3 17, 19, 21, 23
Time 4 25, 27, 29, 31
Time 5 33, 35, 37, 39
Time 6 41, 43, 45, 47
Time 7 49, 51, 53, 55
Time 8 57, 59, 61, 63
Intuitive magic Level 1
Target: Varies Type: Magic Ability
A Time Mages ability to warp time and space can be turned to a
wide variety of purposes. More details on Intuitive Magic can be
found in Chapter 8.
Keywords: Astrology, Cosmos, Gravity, Space, Time

FINAL FANTASY THE ROLEPLAYING GAME 103
White Caller
Like the Black Caller, the White Caller sports only limited mastery
over Summon Magic, compensating for this weakness through more
conventional forms of spellcasting. Where the Black Caller augments
her destructive power with Black Magic, the White Caller focuses on
healing and protection, using the power of her Summons to further
protect those in need.
JOB STR VIT AGI SPD MAG SPR
White Caller +5 +5 +10 +10 +15 +15
JOB PROFILE
Representatives: Garnet 'Dagger' Alexandros XVII (FFIX), Eiko Carol
(FFIX)
HP Die: d6
MP Die: d10
Weapons: Bows, Flails, Knives, Rods, Staves
Armor: Armwear, Hats, Robes
Attack Bonus: +10
Skill Points: 280
Skill Aptitudes: Scholastic
WHITE MAGIC
Though lacking the power of a genuine White Mage, White Callers
are still able to cast a potent mixture of curative and defensive
magic.
WhIte magic Level 1
Target: Varies Type: Magic Ability
White Callers have the ability to cast White Spells from the lists in
Chapter 8 in battle. They begin with two Level 1 Spells at Level 1,
with additional Spells gained roughly every 3 Levels.
SPELL LEVEL NEW SPELL GAINED AT LEVELS
White 1 3, 6, 9
White 2 11, 13, 16, 19
White 3 21, 23, 26, 29
White 4 31, 33, 36, 39
White 5 41, 43, 46, 49
White 6 51, 53, 56, 59
Intuitive magic Level 1
Target: Varies Type: Magic Ability
Like a pure White Mage, the White Caller can use her spellcasting
abilities for other purposes. More details on Intuitive Magic can be
found in Chapter 8.
Keywords: Healing, Holy, Wind, Barrier
EVOCATION MAGIC
Like the Summoner, the White Caller is able to summon powerful
creatures from other worlds to serve and assist her, if only for short
periods of time. Though the process of finding and recruiting such
creatures is an arduous one, their power more than compensates for
any hardship.
Arcane Tongue Level 1
Target: Varies Type: Support Ability
White Callers have the ability to communicate with Summoned
Monsters and other creatures of magical origin as if they had a
relevant Language* Skill at a Rating of 100, even if the creature is
not normally capable of communicating with intelligent beings.
Call Level 1
Target: Varies Type: Magic Ability (6)

White Callers have the ability to call on Summoned Monsters from
the lists in Appendix III. In this case, the Summon in question
materializes long enough to unleash a single effect, then disappears.
White Callers gain one Summoned Monster Lakshmi, Remora, or
Valefor at Level 1, acquiring additional Summons as the game
progresses at the GMs discretion.
Boost Level 30
Target: Varies Type: Magic Ability (8)
An experienced White Caller can increase the power of her Summons
attacks by spending additional time channeling a portion of her own
power and mana into them. Boost is used in the same manner as
Call, but increases the effect of the Summon damage or healing
by +25%. Aside from the increased Charge Time, the MP cost or
Gil cost of the Summon increases by +25% to compensate.

FINAL FANTASY THE ROLEPLAYING GAME 104
White Mage
White Mages are defenders of life, using their spellcraft to knit
together wounded flesh or erect glittering defensive palings around
their allies. Given time and experience, they can cure almost any ill,
raise the fallen back to fighting strength, or even create barriers
utterly impervious to physical damage. Though more patient in
demeanor than the headstrong, temperamental Black Mage, White
Mages are far from pacifists; in a pinch, they can summon mighty
blasts of wind or boiling explosions of holy energy at the snap of a
finger.
JOB STR VIT AGI SPD MAG SPR
White Mage +5 +5 +10 +10 +15 +15
JOB PROFILE
Representatives: Porom (FFIV), Rosa Farrell (FFIV), White Mage Job
(FFI, FFIII, FFV, FFX-2, FFXI, FFT, FFTA)
HP Die: d6
MP Die: d10
Weapons: Bows, Staves
Armor: Armwear, Hats, Robes
Accuracy Bonus: +10
Skill Points: 280
Skill Aptitudes: Scholastic
WHITE MAGIC
White Magic encompasses a variety of useful and beneficial effects,
tempered with a dash of offensive power for good measure.
WhIte magic Level 1
Target: Varies Type: Magic Ability
White Mages have the ability to cast White Spells from the lists in
Chapter 8 in battle. They begin with three Level 1 Spells at Level 1,
with additional Spells gained every 2 Levels.
SPELL LEVEL NEW SPELL GAINED AT LEVELS
White 1 3, 5, 7
White 2 9, 11, 13, 15
White 3 17, 19, 21, 23
White 4 25, 27, 29, 31
White 5 33, 35, 37, 39
White 6 41, 43, 45, 47
White 7 49, 51, 53, 55
White 8 57, 59, 61, 63
Intuitive magic Level 1
Target: Varies Type: Magic Ability
A White Mage can use her spellcasting abilities for other purposes.
More details on Intuitive Magic can be found in Chapter 8.
Keywords: Healing, Holy, Wind, Barrier

FINAL FANTASY THE ROLEPLAYING GAME 105
ADEPT JOBS
Adepts form the middle ground between Warriors and Mages,
encompassing those professions whose repertoire includes both
mystic and martial arts.
Blue Mage
Blue Mages are something of a curiosity among spellcasters,
eschewing tomes and tradition for down-and-dirty battles with some
of the fiercest beasts known to man. Where other magic is defined
and painstakingly documented, Blue Magic is wild and anarchic,
consciously mimicking the attacks of whatever monsters a Blue
Mage runs afoul of over the course of her adventures.
There is a certain method to the madness: 'monster magic' uses
mana far more efficiently than its human counterpart, allowing for
more powerful effects and destructive attacks significantly less
draining than comparable battle sorcery. But Blue Magic doesn't
come with a spellbook and clearly defined incantations; to gain
access a Spell, a Blue Mage must first discover how it is cast, then
use this information to assemble a formula that will recreate the
desired effects. The process is a tough, grueling one, and those who
practice Blue Magic with more than just a dabbler's proficiency have
the hereditary ability to instinctively dissect and analyze a monster
spell in a split second.
Even then, the risks are tremendous. To grow in power, Blue
Mages must seek out ever more threatening and fiendish foes,
deliberately placing themselves in harm's way time and again to get
the first-hand experience they need. Without great reserves of
endurance and bravery, no progress is possible; by its very nature,
this profession weeds out the weak and rewards the suicidally
courageous.
JOB STR VIT AGI SPD MAG SPR
Blue Mage +10 +10 +8 +8 +12 +12
JOB PROFILE
Representatives: Strago Magus (FFVI), Quistis Trepe (FFVIII), Quina
Quen (FFIX), Kimahri Ronso (FFX), Blue Mage Job (FFV, FFXI, FFTA),
Gun Mage Dressphere (FFX-2)
HP Die: d8
MP Die: d8
Weapons: Crossbows, Flails, Gloves, Knives, Light Swords, Polearms,
Rods, Staves, Swords
Armor: Armwear, Gauntlets, Hats, Mail, Robes, Shields
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Wilderness
BLUE MAGIC
Once the exclusive domain of monsters and select humanoids, Blue
Magic has been tamed and legitimized by Blue Mages over countless
centuries of hands-on study.
BLUE MAGIC Level 1
Target: Varies Type: Magic Ability
Blue Mages can cast Spells from the Blue Magic list in Chapter 8.
Unlike most other Spell types, Blue Magic does not follow a set
progression; a Blue Mage's arsenal grows not with her Level, but as
she encounters foes capable of using ever more powerful magic.
This unpredictable development is somewhat compensated for by
the Blue Mage's breadth of options; GM fiat aside, there is no limit to
how many Blue Spells a Blue Mage can learn. Accordingly, Blue
Mages can begin the game with any number of Blue Spells, provided
their combined MP cost does not exceed the Blue Mage's starting
MP. In addition, it is strongly recommended that none of their
starting spells exceed 15 MP in cost.
AZURE LORE Level 1
Target: Self Type: Support Ability
To use a Blue Spell, a Blue Mage must be able to understand it.
Without tomes or teachers to fall back on, 'understanding' mostly
boils down to just one thing: experiencing the Spell's effect first-
hand. Azure Lore allows a Blue Mage to acquire any Blue Spell cast
on her during a battle or Scene in which the Blue Mage is an active
participant. This is subject to two important restrictions. Firstly, while
the Blue Mage does not have to suffer the Spell's effects in order to
learn it, the Spell must target her or her current Party in order to be
eligible for acquisition. Secondly, the Spell cannot reduce the Blue
Mage to 0 or fewer Hit Points Unconscious Blue Mages are in no
shape to learn anything.
ASSIMILATION Level 1
Target: Self Type: Support Ability
Durability aside, keen observation and a sharp analytical mind are
the Blue Mage's best friends. By carefully watching the magic woven
by an opponent, they can gather enough information for a kind of
mystical reverse engineering, allowing them to copy monster magics
without putting themselves in harm's way. Assimilation has a flat CoS
of (Level)% of allowing a Blue Mage to instantly acquire any Blue
Spell used during a battle or Scene in which the Blue Mage is an
active participant. Assimilation has no effect if the Blue Mage is
Unconscious or affected by any of the following Status Conditions:
Berserk, Blind, Charm, Confuse, Curse, Frozen, Heat, Sleep, Stone,
Stop, Toad, Unaware, or Zombie.
Intuitive magic Level 1
Target: Varies Type: Magic Ability
The Blue Mage can use her spellcasting abilities for other purposes.
More details on Intuitive Magic can be found in Chapter 8.
Keywords: Varies, depending on the spells known.
FINAL FANTASY THE ROLEPLAYING GAME 106
Dark Knight
Clad in all-concealing armor and striding with cool self-assurance,
Dark Knights are an imposing, even sinister presence on the
battlefield. Where other professions draw on chi or mana to fuel their
abilities, these shadowy warriors use raw life force by default their
own, though as their experience grows, they swiftly gain the ability to
leech the vitality of others to replenish their own.
Though Dark Knights are not inherently evil, the almost vampiric
nature of their abilities have made them the subject of intense fear
and distrust for countless years. More rumors surround this Job
than almost any other; some gossips claim their powers stem from a
pact with a devil, others that they age each time they use their
abilities, eventually dying a wizened husk once the last drop of life is
spent.
Understandably, most Dark Knights are happy enough to
encourage these tales, even play them up by donning baroque,
spike-encrusted outfits designed to strike fear into the hearts of
weaker-willed opponents. Such armor is typically forged from
darksteel, an alloy of iron infused with Shadow energy during its
creation in order to protect the wearer from the effects of his own
attacks. Indeed, darksteel is so fundamental to Dark Knights' arms
and armor that the material has become almost synonymous with
the Job; other professions generally shy away from darksteel
equipment, lest they fall victim to the same stigma that has bedeviled
this poorly-understood profession for centuries.
JOB STR VIT AGI SPD MAG SPR
Dark Knight +12 +10 +9 +8 +9 +12
JOB PROFILE
Representatives: Cecil Harvey (FFIV), Goffard Gafgarion (FFT), Dark
Knight Job (FFX-2, FFXI), Fell Knight Job (FFT)
HP Die: d10
MP Die: d6
Weapons: Axes, Greatswords, Knives, Light Swords, Polearms,
Swords
Armor: Gauntlets, Helmets, Mail, Robes, Shields
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon
FELLBLADE
The Dark Knight's domain is one of darkness, fire, and malaise, a
hellish trifecta of attacks designed to overwhelm an unprepared
opponent in the space of an instant.
DArkside Level 1
Target: Single Type: Fast Action
The Dark Knight rushes at the target, blade burning with black fire
as his life force begins to drain into the steel. As he strikes, the black
fire grows in intensity, coalescing into a powerful explosion. Darkside
inflicts 200%, Armor Shadow Elemental damage on the target,
striking automatically. Each use of Darkside reduces the Dark
Knight's current HP by 25% of its maximum value. This damage
cannot be reduced or prevented by anything except the Status
Condition Shield.
Intuitive magic Level 1
Target: Varies Type: Magic Ability
The Dark Knight can use his spellcasting abilities for other purposes.
More details on Intuitive Magic can be found in Chapter 8.
Keywords: Destruction, Fire, Poison, Shadow
Black Sky Level 8
Target: Group Type: Magic Ability (19 MP)
Holding his weapon at the ready, the Dark Knight unleashes his life
force in rolling waves of negative energy. Black Sky inflicts 75%,
Armor Shadow Elemental damage on all active combatants in the
targeted Group, striking automatically. In addition, it has a flat 30%
CoS of inflicting the Status Condition Blind (); roll separately for
each eligible combatant in the targeted Group.
Night Sword Level 15
Target: Single Type: Magic Ability (17 MP)
The Dark Knight lashes out, an attack that seems to strike at nothing
but thin air. A second later, a baleful red eye opens above the target
and begins weeping magical energy, building up a vicious blade of
power that callously tears through the Dark Knight's hapless
opponent. Night Sword inflicts 100%, Armor Physical damage on the
target, striking automatically. In addition, the Dark Knight regains a
number of Hit Points equal to 50% of the final damage dealt by the
attack.
Corruption Level 22
Target: Single Type: Magic Ability (40 MP)
Noxious green gases pour from the Dark Knight's weapon as he
makes his attack, forming a life-sapping mist that rapidly grows to
swallow the target whole. Corruption inflicts 100%, Armor Shadow
Elemental damage on the target, striking automatically; in addition, it
has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Zombie on the target ().
DusKblaDe Level 29
Target: Single Type: Magic Ability (12 MP)
Shadow energy whirls around the target at the Dark Knight's behest,
gathering speed before coalescing into the pitted, man-high blade of
an ethereal bastard sword. In one swift motion, the blade pierces the
target and fades away again. Duskblade inflicts 100%, Armor
Physical damage subtracted from the target's MP rather than HP,
striking automatically. In addition, the Dark Knight regains a number
of Magic Points equal to 50% of the final damage dealt by the
attack.
FINAL FANTASY THE ROLEPLAYING GAME 107
BEAST FLARE Level 36
Target: Group Type: Magic Ability (65 MP)
Spheres of fire rush forth from the Dark Knight's weapon, rolling
into position around the targets before detonating into blistering
balls of heat and light. Beast Flare inflicts (17 x MAG) + 4d8, M.
Armor Fire Elemental damage on all active combatants in the
targeted Group, striking automatically.
Catastrophe Level 43
Target: Group Type: Magic Ability (70 MP)
A swing of the Dark Knight's blade sends cascades of dark and icy
particles roaring towards the enemy, a cloak of darkness that tears
at the spirits of anything it touches. Catastrophe has a CoS of (M.
ACC - 50), M. Evasion of canceling all Barrier- and Enhance-type
Status Conditions currently active on the targeted Group, save for
Shield. Roll separately for each eligible combatant.
NIGHTMARE Level 50
Target: Single Type: Magic Ability (90 MP)
The Dark Knight coolly levels his sword at his chosen victim,
summoning a column of choking vapors from the ground below.
Nightmare inflicts 100%, Armor Shadow Elemental damage on the
target, striking automatically. In addition, it has a flat 30% CoS of
inflicting the Status Conditions Curse (4), Mini (), Poison (), and
Sleep (4); roll separately for each Status Condition.
DEMON SLICE Level 57
Target: Single Type: Magic Ability (125 MP)
Extending a hand, the Dark Knight sends a single bolt of negative
energy jetting towards the target. Yet this is only warm-up; before
the smoke from the strike has even had time to clear, the Dark
Knight is in motion again, whirling like a dervish as he rushes at his
disoriented foe and rains down a hurricane of attacks. Demon Slice
has a CoS of (M. ACC - 50), M. Evasion of inflicting (Target's Current
HP / 2) Magical damage on the target. Regardless of the targets
current HP, Demon Slice man never inflict more than 999 damage. In
addition, it has a flat CoS of 30% of inflicting the Status Condition
Sap (4).
Soul Eater Level 64
Target: Group Type: Magic Ability (175 MP)
For a split second, the battlefield is shrouded in impenetrable
darkness as the Dark Knight opens a yawning void above his foes
and man-sized fragments of onyx begin thundering down. Soul Eater
has a flat CoS of 30% instantly reducing all opponents in the
targeted Group to 0 HP, regardless of their current HP scores,
Armor, or M. Armor ratings; roll separately for each eligible target.
Treat this as a Death effect. Any target not affected in this manner
takes 150%, Armor Shadow Elemental damage instead.

FINAL FANTASY THE ROLEPLAYING GAME 108
Geomancer
In a world where man has the power to ignore the laws of nature,
the Geomancer stands as a living reminder of why humanity
discounts nature at its own peril. The Geomancer's domain is the
earth itself, tapping into the tiny flickers of sentience in the
slumbering power of a great mountain, the boiling fury of an active
volcano, or the swift and capricious course of a fast-moving river. By
strategically reawakening those dormant energies, Geomancers can
gain control over the entirety of the natural world: animals, spirits,
weather, and even geography bend to their will with nary a twinge of
resistance. The greater their proficiency, the more
miraculous their feats become: an experienced Geomancer can
summon a blizzard in the midst of a sea of fire, walk on quicksand,
or make water fountain up from bone-dry desert soil. In ancient
times, such powers could mean the difference between life and
death for a village or town; geomancy and religion were often
intertwined, and the act of calling up nature's power a thing of
ritual, song, and dance. Today's Geomancers are far less likely to
engage in such acts, though a few still 'enhance their focus' by
painting themselves with mystical patterns or wielding ancient
ceremonial bells reputed to resonate with the heartbeat of the
world.
JOB STR VIT AGI SPD MAG SPR
Geomancer +10 +10 +10 +10 +12 +8
JOB PROFILE
Representatives: Geomancer Job (FFIII, FFV, FFT, FFTA2), Mog
(FFVI), Elementalist Job (FFTA, FFTA2)
HP Die: d8
MP Die: n/a
Weapons: Axes, Instruments, Knives, Light Swords, Polearms, Swords
Armor: Armwear, Hats, Helmets, Robes, Shields, Suits
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Wilderness
Expertise Formula: (Survival Rating / 2) + Level + (MAG x 2)
GAIA
The power of nature is the only weapon a Geomancer ever truly
needs.
GeOmAncy Level 1
Target: As Effect Type: Fast Action
The secrets of geomancy allow a Geomancer to create useful and
powerful effects by summoning the power of the land around him.
When Geomancy is used, roll a d8 and consult the table below.
Because the targets are determined by the individual effect, the
Geomancer does not have to initially declare what he is targeting
when Geomancy is used.
Table 4-8: Geomancy Results
RANK 1 - 7 8 - 21 22 - 35 36 - 49 50 - 64 65+
1 1 - 8 1 - 4 1 - 2 --- --- ---
2 --- 5 - 8 3 - 6 1 - 2 --- ---
3 --- --- 7 - 8 3 - 6 1 - 2 ---
4 --- --- --- 7 - 8 3 - 6 1 - 4
5 -- --- --- --- 7 - 8 5 - 8
In this table, find the column with the appropriate Level range at the
top, then see which Rank the roll produces. For instance, if the
Geomancer was Level 28, he would fall in the 22 35 range. A roll
of 1 or 2 would thus create a Rank 1 effect, 3 to 6 a Rank 2 effect,
and 7 or 8 a Rank 3 effect.
What said effect does depends on the Geomancer's current
surroundings. The next few pages contain five Ranks of effects for
each the major terrain types encountered in the FFRPG: Plains,
Forest, Mountains, Desert, Swamp, Water, Underground, Town, Lava,
and Snow. Find the terrain type that best reflects the Geomancer's
current surroundings, then find the appropriate Rank and resolve
the effects as written.
? Geomancy in Action (1)
Luka is a Level 5 Geomancer and a recent addition to the
party. In the midst of a pitched battle on an icy mountaintop,
he decides to use his Geomancy Ability to even the odds a
little. James, Luka's player, rolls a 4 on his d8, then checks the
Geomancy Results table. At Level 5, he falls into the 1 7
range, meaning a roll of 4 produces a Rank 1 result. His
current environment could fall under either the Snow or the
Mountain terrain sets, but the GM judges that Snow is the
more appropriate of the two. James checks the Snow listings
and finds that Rank 1 for Snow is Arctic Hare his powers
have summoned a snow rabbit to heal the party.
A Geomancer can voluntarily 'reduce' his Level when determining
results by declaring he is rolling at an effective Level lower than his
current one. If so, Geomancy's results are calculated using the
effective Level rather than the actual one.
? Geomancy in Action (2)
A few adventures later, Luka and company are back in
themountains. A collapsing cliff face has left them stranded on
the other side of a crevasse, and nobody in the current party
has the means to cross it. The Rank 1 Mountain effect,
however, gives the entire party Float just the thing to
overcome this obstacle. Unfortunately, Luka is now Level 24,
which means that he would normally only have a 25% chance
of getting a Rank 1 effect. James declares that he is using
Geomancy at an effective Level of 6, allowing him to roll as per
the 1 7 on the Geomancy Results table and giving him a
100% chance of getting the result he wants. Freed from the
bonds of gravity, the party gently drifts over the crevasse and
prepares to continue its journey...
FINAL FANTASY THE ROLEPLAYING GAME 109
GeOawareness Level 1
Target: Self Type: Support Ability
By tapping into the power of a given terrain, a Geomancer can not
only harness useful effects in battle, but improve his effectiveness in
more mundane tasks as well. Geoawareness allows the Geomancer
to gain a +(SPR x 2) Enhancement Bonus on any Task Check where
intimate knowledge of the terrain would be beneficial. Some
examples might include:
Water Swimming
Snow Survival, Navigation
Mountains Climbing
Towns Inquiry, Traps
Forests Navigation, Awareness
Which Task Checks are eligible for Geoawareness is left to the GM's
discretion, though the Geomancer should be able to argue for why a
specific Task Check would be eligible. Geoawareness cannot be used
to improve rolls made for Geotrance.
Light Step Level 1
Target: Self Type: Support Ability
Knowing a terrain means knowing where to tread. Light Step allows
the Geomancer to ignore the effects of Difficult terrain and treat
Adverse terrain as merely Difficult.
GeOtrance Level 1
Target: Self Type: Support Ability
Once a Geomancer gains intimate knowledge of a terrain, its powers
remain with him throughout his travels. Geotrance is used in
conjunction with Geomancy, and allows the Geomancer to replace the
terrain he is currently in with another one of his choosing when
resolving Geomancy's effects. At Level 1, Geomancers can choose
from Plains, Forest, and Town; every 8 Levels beyond that, the
Geomancer may add one terrain he has previously used Geomancy
in to this list.
! Starting Geotrances
With the GM's consent, a starting Geomancer may replace the
standard terrains available at Level 1 with a list of their own
choosing. The player receives three 'picks' for terrain
selection; Plains, Forest, Mountains, or Town take up one pick
each, while Desert, Swamp, Water, and Underground take two
picks. Snow and Lava are not available at character creation.
The Geomancer's player must declare that he is using Geotrance as
well as the terrain being invoked, then make an unmodified Task
Check against his current Survival Skill Rating. A failure or Botch
means that Geotrance has failed; the Geomancer's Action is wasted.
If the roll is successful, the player rolls a d6 and consults the
Geomancy Results table to see which effect he has triggered.
? Geotrance in Action
Still later, Luka is facing a pair of Ice Elementals in the midst
of a raging blizzard. While Luka is now Level 30, most of
Luka's Snow effects are useless in the face of the Elementals'
superior cold resistance. James chooses to use Geotrance and
summon up Lava instead. He makes a Task Check against
Survival and easily passes; he then rolls a 3 on a d6 and
checks the 22 35 column in the Geomancy Results table. A
'3' here means Luka has triggered a Rank 2 effect; normally,
this would be Icicle, but as Luka is using the Lava terrain set,
the result is Shining Air .
GeOawareness+ Level 30
Target: Self Type: Support Ability
By further refining his mastery over nature, a Geomancer can
bestow its benefits on others. At Level 30, a Geomancer's
Geoawareness can give all allies a +(SPR x 2) Enhancement Bonus
for any Task Check the Geomancer is using Geoawareness on.
Light Step+ Level 30
Target: Self Type: Support Ability
With improved command over the principles of geomancy, a
Geomancer can find footing on any ground. At Level 30, Light Step+
allows the Geomancer to treat Lava as Adverse terrain, swim in Deep
Water without penalty, and ignore any damage that would normally
be dealt by terrain.

FINAL FANTASY THE ROLEPLAYING GAME 110
TERRAINS AND EFFECTS
The following section describes the criteria for each terrain category,
as well as the Geomancy effects they produce.
PLAINS
Open areas of relatively level and dry ground where grass and
scrubland are the dominant plant life. Temperatures in this terrain
can range from temperate to sub-tropical. Colder grasslands such as
taiga will generally use the Snow terrain set, while hotter, drier
grasslands such as steppe may use the Desert set.
RANK 1 Plasma
Iridescent columns of pure energy erupt from the ground around
the target. Plasma inflicts (2 x MAG) + d8, M. Armor Lightning
Elemental damage on the targeted combatant, striking automatically.
Target: Single
RANK 2 Gusty Wind
Gale-force winds assail the target. Gusty Wind inflicts (8 x MAG) +
2d10, M. Armor Wind Elemental damage on the targeted combatant,
striking automatically. It also has a CoS of (M. ACC - 50), M. Evasion
of inflicting the Status Condition Slow (6).
Target: Single
RANK 3 Pitfall
A crevice pulls open beneath the Geomancer's foes,
unceremoniously dropping them into a gaping pit. Pitfall inflicts (12 x
MAG) + 5d8, M. Armor Magical damage on all active combatants in
the targeted Group, striking automatically. It also has a CoS of (M.
ACC - 50), M. Evasion of inflicting the Status Condition Immobilize
(6).
Target: Group
RANK 4 Sunbath
Golden light shimmers and dances over the battlefield. Sunbath
restores (16 x MAG) + 4d10 Hit Points to all active allies.
Target: Party
RANK 5 Tempest
A roaring, towering cyclone bears down on the target. Tempest has a
CoS of (M. ACC - 50), M. Evasion of instantly reducing the target to
1 HP, regardless of their current HP scores, Armor, or M. Armor
ratings. Treat this as a Death effect. It also has a CoS of (M. ACC -
50), M. Evasion of inflicting the Status Condition Meltdown (2); roll
separately for each Status.
Target: Single
FOREST
Terrain marked by extensive tree growth. Forests can range in size
from a small wood to a sprawling rainforest, and cover a wide range
of climate types. Colder, snow-blown forests can use the Forest or
Snow terrain sets, while moist, water-logged jungles qualify as both
Forest and Swamp, depending on the party's current location.
RANK 1 Leaf Swirl
Whipped up by the wind, a cloud of razor-sharp leaves encircles a
single foe. Leaf Swirl inflicts (1 x MAG) + d8, M. Armor Magical
damage on the targeted combatant, striking automatically. It also
has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Sleep (6).
Target: Single
RANK 2 Will O' The Wisp
Glowing spirits converge on the Geomancer's enemies in a
disorienting dance, burning a single target with spectral fire. Will O'
The Wisp inflicts (8 x MAG) + 3d8, M. Armor Fire Elemental damage
on the targeted combatant, striking automatically. It also has a CoS
of (M. ACC - 50), M. Evasion of inflicting the Status Condition
Confuse (4).
Target: Single
RANK 3 Wild Bear
A feral bear appears from the undergrowth, radiating sylvan energy.
Wild Bear removes negative Status Conditions from one combatant
as if they had been targeted by Esuna.
Target: Single
RANK 4 Tanglevine
Brambled vines of ivy shoot out of the ground, catching the
Geomancer's enemies in a thorny embrace. Tanglevine inflicts (16 x
MAG) + 4d10, M. Armor Magical damage on all active combatants in
the targeted Group, striking automatically. It also has a CoS of (M.
ACC - 50), M. Evasion of inflicting the Status Condition Stop (4).
Target: Group
RANK 5 Branch Spears
The forest shakes and shivers, seeming to come to life as sharpened
branches begin to rain down on the battlefield. Branch Spears
automatically strikes 1d6 times, each strike inflicting (10 x MAG) +
5d8 Magical damage on one randomly determined combatant in the
targeted Group.
Target: Group
FINAL FANTASY THE ROLEPLAYING GAME 111
MOUNTAINS
Rocky, elevated terrain with cooler temperatures and spare, if not
outright non-existent, vegetation. At the highest elevations, air
temperature can drop to freezing levels and sharp winds frequently
blow; these conditions may qualify for the Snow terrain set.
RANK 1 Gust
A blast of mountain air lifts the party off its feet, suspending it in
mid-air. Gust bestows the Status Condition Float on all active
combatants in the current Party (4).
Target: Party
RANK 2 Collapse
Jagged columns of rock shoot up around the target, trapping it in a
rapidly-shrinking stone cocoon. Collapse inflicts (8 x MAG) + 3d8, M.
Armor Earth Elemental damage on the targeted combatant, striking
automatically. It also has a CoS of (M. ACC - 50), M. Evasion of
inflicting the Status Condition Petrify (4).
Target: Single
RANK 3 Tremor
The Geomancer calls violent tremors to shake the battlefield. Tremor
inflicts (12 x MAG) + 5d8, M. Armor Earth Elemental damage on all
active combatants in the targeted Group, striking automatically. It
also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Confuse (6); roll separately for each eligible combatant.
Target: Group
RANK 4 Sonic Boom
A tremendous thunderclap echoes across the battlefield, distracting
and disorienting all opponents. Sonic Boom has a CoS of (M. ACC -
50), M. Evasion of reducing the current Hit Points of all active
combatants in the targeted Group by 50%. Treat this as a Gravity-
type effect. It also has CoS of (M. ACC - 50), M. Evasion of inflicting
the Status Condition Silence (6); roll separately for each Status and
eligible combatant.
Target: Group
RANK 5 Landslide
Set into motion by the Geomancer's power, a crushing wave of dirt
and debris sweeps over the battlefield. Landslide inflicts (24 x MAG)
+ 5d10, M. Armor Earth Elemental damage on all active combatants
in the targeted Group, striking automatically. It also has a CoS of (M.
ACC - 50), M. Evasion of reducing all combatants' current Initiative
by 50%; roll separately for each eligible combatant.
Target: Group
DESERT
Dry areas of often intense heat and relatively little plant growth.
Sand and dust are an omnipresent feature of the landscape, and are
easily whipped up by passing winds.
RANK 1 Vacuum Blade
A howling crescent of wind scythes across the battlefield, cutting into
a single foe. Vacuum Blade inflicts (3 x MAG) + d8, M. Armor Wind
Elemental damage on the targeted combatant, striking automatically.
Target: Single
RANK 2 Quicksand
The ground beneath the target gives way, turning into a sucking pit
of quicksand. Quicksand has a CoS of (M. ACC - 50), M. Evasion of
inflicting the Status Conditions Immobilize (6) and Sap (6); roll
separately for each Status.
Target: Single
RANK 3 Sand Storm
A howling wind picks up and sweeps across the battlefield, assailing
the Geomancer's foes with a veil of sand and small stones. Sand
Storm inflicts (14 x MAG) + 5d8, M. Armor Magical damage on all
active combatants in the targeted Group, striking automatically. It
also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Blind (6); roll separately for each eligible combatant in the
targeted Group.
Target: Group
RANK 4 Antlion
A monstrous antlion surfaces in the midst of the enemy, clamping
down on an unfortunate target with jaws tough enough to crack
boulders before digging its way back into the earth. Antlion has a
CoS of (M. ACC - 50), M. Evasion of instantly reducing the target to
0 HP, regardless of their current HP score, Armor, or M. Armor
rating; treat this as a Death effect. If the target survives, Antlion has
an additional CoS of (M. ACC 50), M. Evasion of inflicting the
Status Condition Berserk (6).
Target: Single
RANK 5 Desert Storm
Called up by the Geomancer's powers, a chaotic vortex of heat, wind,
and sand forms in the battlefield, building in power before roaring
towards the party's foes. Desert Storm inflicts (26 x MAG) + 5d10,
M. Armor Fire Elemental damage on all active combatants in the
targeted Group, striking automatically. It also has a CoS of (M. ACC -
50), M. Evasion of inflicting the Status Condition Slow (6); roll
separately for each eligible combatant.
Target: Group
FINAL FANTASY THE ROLEPLAYING GAME 112
SWAMP
Low-lying wetlands with relatively little solid ground. A swamp can be
composed primarily of mud, slow-moving, or stationary shallow
water, and often features a rich array of vegetation. Jungles with
high levels of rainfall or tree growth close to a body of water can
also exhibit swamp-like terrain.
RANK 1 Poison Mist
Deadly vapors bubble up from the mire, drawing a choking veil over
a single foe. Poison Mist inflicts (3 x MAG) + d8, M. Armor Bio
Elemental damage on the targeted combatant, striking automatically.
It also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Poison ().
Target: Single
RANK 2 Marsh Lights
An eerie mystical haze rises from the fetid waters to envelop the
battlefield. Marsh Lights gives all active combatants in the
Geomancer's current party a +30 bonus to their M. Evasion (4).
Target: Party
RANK 3 Bottomless Bog
The ground suddenly shifts beneath the Geomancer's foes, leaving
them at the mercy of the swamp's sucking waters. Bottomless Bog
inflicts (14 x MAG) + 4d10, M. Armor Water Elemental damage on
the targeted combatant, striking automatically. It also has a CoS of
(M. ACC - 50), M. Evasion of inflicting the Status Condition
Condemned (4).
Target: Group
RANK 4 Ignus Fatuus
A ghostly, ominous shape slowly materializes and drifts into the
melee, shining its strange light all the while. Ignus Fatuus has a CoS
of (M. ACC - 50), M. Evasion of inflicting the Status Conditions
Venom (4) and Zombie (4); roll separately for each Status.
Target: Single
RANK 5 Bindweed
With a shudder and a scream, the swamp itself seems to come alive,
trapping the Geomancer's foes in a tangle of tree branches, crawling
vines, and slithering fauna. Bindweed inflicts (26 x MAG) + 5d10, M.
Armor Magical damage on all active combatants in the targeted
Group, striking automatically. It also has a CoS of (M. ACC - 50), M.
Evasion of inflicting the Status Condition Disable (6); roll separately
for each eligible combatant.
Target: Group
WATER
Large bodies of fresh- or saltwater, ranging from small lakes to
great rivers and the mighty ocean itself. Smaller water-based
features, such as a pond found in a forest or a mountain stream,
generally do not qualify as Water terrain unless they are prominently
involved in a battle.
RANK 1 Plasma
Iridescent columns of pure energy erupt from the ground around
the target. Plasma inflicts (2 x MAG) + d8, M. Armor Lightning
Elemental damage on the targeted combatant, striking automatically.
Target: Single
RANK 2 Waterfall
Soothing droplets of water cascade down on the Geomancer's
comrades. Waterfall restores (6 x MAG) + 3d8 Hit Points to all active
allies.
Target: Party
RANK 3 Sliprain
Bright light refracts in a mysterious pattern through the water,
disorienting all who behold it. Sliprain has a CoS of (M. ACC - 50), M.
Evasion of inflicting the Status Conditions Confusion (4) and Blind
(4); roll separately for each Status.
Target: Group
RANK 4 Torrent
A globe of sludgy, putrid green detaches from the water's surface
and sails towards the enemy, crashing into them in an explosion of
filth and mire. Torrent inflicts (14 x MAG) + 5d8, M. Armor Water
Elemental damage on all active combatants in the targeted Group,
striking automatically. It also has a CoS of (M. ACC - 50), M. Evasion
of inflicting the Status Condition Toad (4); roll separately for each
eligible combatant.
Target: Group
RANK 5 El Nio
Unleashed by the Geomancer's power, the fury of the deeps washes
over the battlefield in an unstoppable tidal wave. El Nio inflicts (26 x
MAG) + 5d10, M. Armor Water Elemental damage on all active
combatants in the targeted Group, striking automatically. It also has a
CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition
Confuse (4); roll separately for each eligible combatant.
Target: Group
FINAL FANTASY THE ROLEPLAYING GAME 113
UNDERGROUND
Covers subterranean areas both natural and artificial, including, but
not limited to, caverns, tunnels, and ruined underground complexes.
These environments tend to see little sunlight, making them both
cool and frequently damp. Abandoned buildings above ground may
also qualify for this terrain set, provided they are in an advanced
state of disrepair.
RANK 1 Phantom
A fearful apparition emerges from the darkness, its body shining with
such intensity that all who see it run the risk of being struck blind on
the spot. Phantom inflicts (3 x MAG) + d8, M. Armor Shadow
Elemental damage on the targeted combatant, striking automatically.
It also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Blind (6).
Target: Single
RANK 2 Will O' The Wisp
Glowing spirits converge on the Geomancer's enemies in a
disorienting dance, burning a single target with spectral fire. Will O'
The Wisp inflicts (8 x MAG) + 3d8, M. Armor Fire Elemental damage
on the targeted combatant, striking automatically. It also has a CoS
of (M. ACC - 50), M. Evasion of inflicting the Status Condition
Confuse (4).
Target: Single
RANK 3 Earth Heal
Greenish-brown dust swirls forth from nowhere, settling onto the
Geomancer's comrades. Earth Heal restores (14 x MAG) + 5d8 Hit
Points to all active allies.
Target: Party
RANK 4 Contortion
Gray dust creeps up to cover the enemy, quickly hardening into a
shell of solid rock. Contortion inflicts (20 x MAG) + 4d10, M. Armor
Earth Elemental damage on all active combatants in the targeted
Group, striking automatically. It also has a CoS of (M. ACC - 50), M.
Evasion of inflicting the Status Condition Stone (); roll separately
for each eligible combatant.
Target: Group
RANK 5 Cave-In
A dangerous rumble tears through the cavern; seconds later, man-
size boulders begin crashing down. Cave-In automatically strikes 1d6
times, each strike inflicting (10 x MAG) + 5d8 Physical damage on
one randomly determined combatant in the targeted Group.
Target: Group
TOWN
Buildings and areas of habitation constructed by intelligent life.
Because of its broad focus, this terrain set encompasses everything
from ancient temples to bustling metropolitan areas. A building or
complex does not have to be in active use to qualify for this terrain
type, but must be in good repair; if it is collapsing or crumbling, it
should be treated as belonging to the Underground terrain set.
RANK 1 Mindia Rabbit
A small creature with a great cotton tail and large, feathery ears
prances up from behind the party. Its eyes glow, and in an instant
the Geomancer has an intimate knowledge of a single foe. Mindia
Rabbit allows the Geomancer to see the targeted combatant's Level,
Monster Type (if applicable), current and maximum HP and MP
values, Absorbances, Immunities, Resistances, Weaknesses and
Status Immunities. Opponents who are immune to the effects of
Scan will also be immune to Mindia Rabbit.
Target: Single
RANK 2 Will O' The Wisp
Glowing spirits converge on the Geomancer's foes in a disorienting
dance, burning a single target with spectral fire. Will O' The Wisp
inflicts (8 x MAG) + 3d8, M. Armor Fire Elemental damage on the
targeted combatant, striking automatically. It also has a CoS of (M.
ACC - 50), M. Evasion of inflicting the Status Condition Confuse (4).
Target: Single
RANK 3 Wind Slash
Howling storm spirits swirl about the enemy, calling down crackling
bolts of lightning upon all and sundry. Wind Slash inflicts (12 x MAG)
+ 5d8, M. Armor Lightning Elemental damage on the targeted
combatant, striking automatically. It also has a CoS of (M. ACC - 50),
M. Evasion of inflicting the Status Condition Disable (6).
Target: Group
RANK 4 Tapir
A snuffling, piglike creature shimmers into existence in front of the
Geomancer, sizing up the party before showering them with bubbles
of vital of energy. Tapir removes negative Status Conditions from the
Geomancer and all active allies as if they had been targeted by
Esuna.
Target: Party
RANK 5 Tempest
An unstoppable cyclone roars across the battlefield. Tempest has a
CoS of (M. ACC - 50), M. Evasion of reducing the targeted
combatant to 1 HP, regardless of their current HP scores, Armor, or
M. Armor ratings; treat this as a Death effect. It also has a CoS of
(M. ACC - 50), M. Evasion of inflicting the Status Condition Meltdown
(2). Roll separately for each effect.
Target: Single
FINAL FANTASY THE ROLEPLAYING GAME 114
LAVA
Areas of extreme heat. Typically volcanic terrain, though fierce
blazes, industrial structures such as blast furnaces and magical fire
may qualify for this terrain set.
RANK 1 Flame Blast
Flames unceremoniously explode around a single target. Flame Blast
inflicts (6 x MAG) + 2d8, M. Armor Fire Elemental damage on the
targeted combatant, striking automatically.
Target: Single
RANK 2 Shining Air
The air around the Geomancer's foes begins to heat up, turning the
battlefield into a shimmering array of mirages. Shining Air bestows
the Status Condition Ruse on all allies in range (4).
Target: Party
RANK 3 White Flame
Holy fire engulfs the target, searing away sickness and injury with an
intense blaze of life. White Flame bestows the Status Condition
Reraise (), and may not target the same combatant more than one
per battle or Scene.
Target: Single
RANK 4 Magma
Columns of burning lava erupt underneath the Geomancer's foes,
spreading fiery destruction throughout the immediate area. Magma
inflicts (24 x MAG) + 4d12, M. Armor Fire Elemental damage on all
active combatants in the targeted Group, striking automatically. It
also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Heat (2).
Target: Group
RANK 5 Prominence
An explosion of white-hot fury engulfs the target, searing it within an
inch of its life. Prominence inflicts (28 x MAG) + 5d8, M. Armor Fire
Elemental damage on all active combatants in the targeted Group,
striking automatically. It also has a CoS of (M. ACC - 50), M. Evasion
of inflicting the Status Condition Elemental Weakness: Fire (6).
Target: Group
SNOW
Areas of extreme cold, typically at freezing point or below. Includes
environments with high levels of snowfall, though cold tundra and
terrain such as icebergs and glaciers also qualify for this set.
RANK 1 Arctic Hare
A small, white-furred rabbit burrows out of the snow, rubs noses
with a single combatant, and then vanishes. Arctic Hare restores (3
x MAG) + 2d6 Hit Points to the targeted combatant.
Target: Single
RANK 2 Icicle
Blades of extreme cold stab up from under the Geomancer's foes.
Icicle inflicts (10 x MAG) + 4d8, M. Armor Ice Elemental damage on
all active combatants in the targeted Group, striking automatically.
Target: Group
RANK 3 Ice Storm
The air around the Geomancer's opponents begins to chill to
absolute zero, assailing all in range with bitter, crippling cold. Ice
Storm inflicts (16 x MAG) + 5d8, M. Armor Ice Elemental damage on
all active combatants in the targeted Group, striking automatically. It
also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Silence (6).
Target: Group
RANK 4 Avalanche
A shower of snow, ice, rocks, and debris descends, burying a single
unfortunate victim. Avalanche has a CoS of (M. ACC - 50), M.
Evasion of inflicting the Status Conditions Frozen (2) and Curse (6);
roll separately for each Status Condition.
Target: Single
RANK 5 Ice Pillar
Spears of sharp, polished ice rain down on the target, mercilessly
skewering it. Ice Pillar inflicts (28 x MAG) + 5d8, M. Armor Ice
Elemental damage on the targeted combatant, striking automatically.
It also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Elemental Weakness: Ice (6).
Target: Single
FINAL FANTASY THE ROLEPLAYING GAME 115
Magic Knight
At a distance, they look like any other swordsman only when the
Black Magic begins to course through their blades does their true
nature emerge. Magic Knights are initiates in a mysterious and
secretive order of magical swordsmen gifted with the ability to store
spells within their weapons, leaving them capable of turning a simple
sword-slash into flaming devastation, clouds of toxin, or black holes
capable of warping reality itself.
Because the nature of their magic requires them to get up close
and personal with foes, Magic Knights are warriors first and
sorcerers second. While a handful of Mages dabble in the Magic
Knights' signature art, only the Knights themselves have the arms
mastery needed to exploit it to its fullest; even when stripped of her
magical abilities, a Magic Knight can still hold her own against a
Swordmaster or Fighter.
JOB STR VIT AGI SPD MAG SPR
Magic Knight +12 +10 +10 +10 +6 +12
JOB PROFILE
Representatives: Mystic Knight Job (FFV), Adelbert Steiner (FFIX),
Warrior Dressphere (FFX-2)
HP Die: d8
MP Die: d8
Weapons: Axes, Bows, Flails, Gloves, Greatswords, Knives, Light
Swords, Polearms, Rods, Staves, Swallows, Swords
Armor: Gauntlets, Helmets, Mail, Robes, Shields
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon
SPELLBLADE MAGIC
Spellblade Magic gives the Magic Knight a versatile arsenal of
enchantments, allowing them to tailor their attacks to foes'
weaknesses with absolute precision.
SPELLBLADE Level 1
Target: Self Type: Magic Ability
Magic Knights can cast Spells from the Spellblade Magic list in
Chapter 8. Like Blue and Summon Magic, Spellblade Magic has no
discrete Levels, but is organized into four tiers according to effect:
Elemental, Status, Effect, and Ultimate. As the Magic Knight gains
Levels, she will gain the option of choosing Spells from each of
these tiers.
While players can choose which Spells they gain when they qualify
for new ones, each Spell has its own Level requirement. The Status
effect Stone Strike, for instance, can only be acquired if the Magic
Knight is at Level 43 or higher, even though the Magic Knight first
gains access to Status effects at Level 1.
Because they simply enhance the Magic Knight's basic attacks,
most Spellblade magics can score Critical Hits in the same manner as
normal Attack Actions. Their effects also stack with a number of
Weapon Equipment Abilities Auto-[Status], +[x] [Attribute/Combat
Statistic], Break Damage Limit, Critical+, Critical++, [Element]
Enhancer, Sensor, and the special rules associated with Ultima
Weapon and the Valiant Knife. All other Equipment Abilities on the
Weapon are ignored.
KNIGHT'S LEVEL NEW SPELLS GAINED
1 Status x 1, Elemental x 1
8 Status x 1, Elemental x 1
15 Status x 2, Elemental x 1
22 Status x 1, Elemental x 1, Effect x 1
29 Status x 1, Elemental x 1, Effect x 1
36 Status x 2, Elemental x 1, Effect x 1
43 Status x 2, Elemental x 1, Effect x 2
50 Status x 1, Elemental x 1, Effect x 1,
Ultimate x 1
57 Status x 1, Elemental x 1, Ultimate x 1
64 Status x 2, Ultimate x 1
Intuitive magic Level 1
Target: Varies Type: Magic Ability
The Magic Knight can use her spellcasting abilities for other
purposes. More details on Intuitive Magic can be found in Chapter 8.
Keywords: Barrier, Destruction, Earth, Elemental Manipulation, Fire,
Holy, Ice, Lightning, Poison, Shadow, Water, Wind
SOS SKILL
When danger looms, Magic Knights can protect themselves in the
blink of an eye.
SOS-SHELL Level 1
Target: Self Type: Support Ability
Due to their heavy reliance on spellcasting, Magic Knights are taught
from early on how to prepare anti-magic barriers at a moment's
notice as much to protect them from the sorcery of an opponent
as the potentially devastating consequences of a miscast Spellblade
effect. SOS-Shell takes effect when the Magic Knight's current Hit
Points are reduced to 25% or lower of their maximum value,
bestowing the Status Condition Shell. The Status Condition is
automatically canceled once the Magic Knight's current Hit Points
are more than 25% of their maximum value. This Ability stacks with
SOS-Protect and SOS-Haste.
FINAL FANTASY THE ROLEPLAYING GAME 116
Sos-PROTECT Level 15
Target: Self Type: Support Ability
As they begin to gain hands-on combat experience, Mystic Knights
quickly learn how to broaden their reflexive defenses. SOS-Protect
takes effect when the Magic Knight's current Hit Points are reduced
to 25% or lower of their maximum value, bestowing the Status
Condition Protect. The Status Condition is automatically canceled
once the Mystic Knight's current Hit Points are more than 25% of
their maximum value. This Ability stacks with SOS-Shell and SOS-
Haste.
Sos-HasTE Level 40
Target: Self Type: Support Ability
A savvy Magic Knight knows that speed is of the essence,
particularly when death is near. SOS-Haste takes effect when the
Magic Knight's current Hit Points are reduced to 25% or lower of
their maximum value, bestowing the Status Condition Haste. The
Status Condition is automatically canceled once the Magic Knight's
current Hit Points are more than 25% of their maximum value. This
Ability stacks with SOS-Shell and SOS-Protect.

FINAL FANTASY THE ROLEPLAYING GAME 117
Ninja
The Ninja is a warrior of shadow, combining the talents of infiltrator,
spy, and assassin in a single finely-trained body. Ruthlessly
independent by nature, Ninja are schooled from early on in the
virtues of silent action and caution, the art of killing from a distance
as well as a hair's breadth away. To do so, they make use of a wide
range of tools: scrolls and powders imbued with magical properties,
compact bombs for clearing away obstacles or stubborn opponents,
deadly throwing stars, and much more besides.
In the old days, Ninja served a feudal lord, dispatching political
enemies and gathering intelligence at his behest. Today, they are
more likely to be mercenaries, selling their skills out to the highest
bidder. Few, if any, worry about the ethics of their actions cold-
hearted amorality is the Ninja's stock in trade, a trait that accounts
for much of their power and mystique. Nor are they team players by
any stretch of the imagination; they are trained to work alone and
rely only on themselves in battle. But parties willing to overlook the
Ninja's more selfish edges will find them to be superbly versatile
combatants capable of matching and mastering the most
overwhelming challenges.
JOB STR VIT AGI SPD MAG SPR
Ninja +10 +8 +12 +12 +10 +8
JOB PROFILE
Representatives: Edward Geraldine Edge Eblan (FFIV), Clyde
Shadow Arrowny (FFVI), Ninja Job (FFI, FFIII, FFV, FFXI, FFT, FFTA)
HP Die: d8
MP Die: d6
Weapons: Boomerangs, Claws, Flails, Katana, Knives, Ninja Blades
Armor: Armwear, Hats, Suits
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Thievery
NINJUTSU
Ninjutsu is the Ninja Art, a blend of mysticism and martial technique
that emphasizes the destruction of an opponent at any cost.
THROW Level 1
Target: Single Type: Support Ability
Fast and discreet, throwing weapons are a natural favorite among
Ninja, who are trained from early on to wound and kill with any
projectile they can lay their hands on. Throw allows the Ninja to
launch a single Weapon or Throwing Weapon at an opponent with
devastating force and accuracy, striking automatically for 200%,
Armor damage. Damage for this attack is always calculated using the
Ninjas STR Attribute, even with Weapons whose damage code
normally defaults to MAG or AGI, and may ignore the Damage Cap.
Equipment Abilities are ignored unless a Throwing Weapon was
used; in this case, they apply as normal.
This technique does comes with a price, however. Any Weapon
used in conjunction with Throw breaks on impact and cannot be
retrieved after it has been thrown. This includes Artifact and Unique-
type Weapons even these rare relics cannot stand up to the
Ninja's throwing arm.
DUAL WIELD Level 1
Target: Self Type: Support Ability
Because they operate alone, many Ninja prefer to wield paired
weapons in order to scrape up a fighting chance against multiple
opponents. Dual Wield may be used to equip a Weapon in the Shield
Slot as per the Two Weapons Skill. With two Weapons equipped, the
Ninja will strike twice when making an Attack Action against a target;
calculate damage for each Weapon as if the Ninja had made two
separate attacks, rolling to hit for each as normal.
Intuitive magic Level 1
Target: Varies Type: Magic Ability
The Ninja can use her spellcasting abilities for other purposes. More
details on Intuitive Magic can be found in Chapter 8.
Keywords: Earth, Elemental Manipulation, Fire, Illusion, Lightning,
Water
UTUSEMI Level 8
Target: Self Type: Slow Action (4)
The Ninja clasps his hands together in a meditative pose, standing
utterly still even as his outline begins to swim and blur. Utusemi
bestows the Status Condition Agility Up (6).
KATON Level 15
Target: Single Type: Magic Ability (28 MP)
Focusing the power of the elements, the Ninja calls up a sudden,
stabbing eruption of flame beneath the target. Katon inflicts (12 x
MAG) + 3d6, M. Armor Fire Elemental damage on the target,
striking automatically; in addition, it has a CoS of Mind, Evasion of
inflicting the Status Condition Confuse on the target (4).
IMAGE Level 22
Target: Self Type: Slow Action (8)
The Ninjas body begins to waver, becoming more and more
indistinct until one lone figure has become a host of dark, obscure
assassins. Image creates 4 silhouettes around the Ninja (6), each of
which grants a +5 bonus to the Ninja's Evasion for as long as they
remain in existence. Whenever the Ninja takes damage, reduce the
number of silhouettes by one; Image may not be used again until all
silhouettes have expired or been destroyed.
FINAL FANTASY THE ROLEPLAYING GAME 118
SUITON Level 29
Target: Single Type: Magic Ability (46 MP)
Drawing on the power of the surrounding elements, the Ninja
unleashes the might of the tide in a torrent of powerful ocean
waves. Suiton inflicts (16 x MAG) + 5d6, M. Armor Water Elemental
Magical damage on the target, striking automatically. In addition, it
has a CoS of Mind, Evasion of inflicting the Status Condition Silence
on the target (4).
Shadow Stitch Level 36
Target: Single Type: Magic Ability (66 MP)
With a single hand-clap, the Ninja summons a burst of tiny needles
to stitch the targets shadow to the ground, trapping it in place.
Shadow Stitch has a CoS of Mind, Evasion of inflicting the Status
Conditions Disable and Immobilize on the target (4). Roll for both
Status Conditions at once; either the target is affected by both or it is
affected by neither.
RaITON Level 43
Target: Single Type: Magic Ability (70 MP)
Summoning the might of the storm and skies, the Ninja calls down
an arcing barrage of lightning to incinerate his foes. Raiton inflicts
(20 x MAG) + 4d10, M. Armor Lightning Elemental damage on the
target, striking automatically. In addition, it has a CoS of Mind,
Evasion of inflicting the Status Condition Blind on the target (4).
Sunken State Level 50
Target: Self Type: Reaction
By temporarily harnessing the dark energies of the underworld, a
skilled Ninja can sink into the ground to evade attacks, leaving only
their shadow behind. When triggered, Sunken State has a flat CoS of
30% of bestowing the Status Condition Vanish (2).
Trigger: Physical damage targeting the Ninja.
DOTON Level 57
Target: Single Type: Magic Ability (90 MP)
The Ninja slaps the ground with the palm of his hand, unleashing
intense tremors that toss the target like a ragdoll. Doton inflicts (24
x MAG) + 4d12, M. Armor Earth Elemental damage on the target,
striking automatically. In addition, it has a CoS of Mind, Evasion of
inflicting the Status Condition Slow on the target (4).
ELAN Level 64
Target: Self Type: Support Ability
The Ninja slips into a trance-like state as he begins to soak in
ambient chi, building a store of energy capable of supercharging his
already formidable techniques. When using Katon, Suiton, Raiton,
Doton, or Shadow Stitch, the Ninja may elect to add a Charge Time
of 10 to the Abilitys MP cost in order to empower the technique with
Elan. If they choose to do so, the Abilitys Target is changed from
Single to Group for the duration of that Action. Once this is done,
Elan's effects expire.

FINAL FANTASY THE ROLEPLAYING GAME 119
Paladin
The Paladin is a sacred knight, consecrated to the powers of light
and dedicated to justice and virtue in their purest forms. Purged of
any self-doubt and absolute in their devotion to their cause, these
holy warriors form the unlikely middle ground between the White
Mages compassion and the Knights fierce sense of honor. While all
Paladins follow the same basic moral code, each Paladin has their
own interpretation of it; some are crusaders dedicated to the
extermination of evil in all its worldly forms, others focus their efforts
on protecting the lives of those weaker than themselves. The one
unifying factor in all is the strength of the Paladins own beliefs; in
sheer moral conviction, few professions can hope to rival them.
JOB STR VIT AGI SPD MAG SPR
Paladin +12 +13 +9 +8 +8 +10
JOB PROFILE
Representatives: Cecil Harvey (FFIV), General Beatrix (FFIX), Agrias
Oaks (FFT), Paladin Job (FFXI, FFTA)
HP Die: d10
MP Die: d6
Weapons: Axes, Greatswords, Light Swords, Knives, Staves, Swords
Armor: Gauntlets, Helmets, Mail, Robes, Shields
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon
HOLY SWORD
Protector, healer, fighter: the Paladin's talents extend in many
directions.
COVER Level 1
Target: Single Type: Fast Action/Reaction
The Paladin is a protector first and foremost, thinking nothing of
placing herself in harm's way in order to shield a comrade. Cover
allows the Paladin to select a single target to protect; once a target
has been selected, Cover becomes a Reaction Ability. When
triggered, Cover applies all damage that would otherwise be taken by
the target to the Paladin instead, modifying for the Paladin's Armor
as normal. Cover may only affect one target at any given time;
switching targets or removing this protection is a Zero Action, but
requires the Paladin to be able to use the Ability.
Trigger: The Ally being Covered is dealt Physical damage. Will not
trigger if the Paladin is 25% of maximum HP or lower herself.
Sentinel Level 1
Target: Party Type: Reaction
While Paladins can single out individual allies for protection, they are
also trained to keep a close eye on the health of the party as a
whole. When triggered, Sentinel applies all damage that would be
taken by the ally to the Paladin instead, modifying for Armor as
normal. Sentinel does not affect use of Cover, but does not enhance
its effects; Cover will always be used instead of Sentinel where
applicable. If multiple combatants could use Sentinel on the same
target, the one with the highest Hit Points will take the blow.
Trigger: An ally at 25% or fewer of maximum HP is dealt Physical
damage. Will not trigger if the Paladin is 25% of maximum HP or
lower herself.
Intuitive magic Level 1
Target: Varies Type: Magic Ability
The Paladin can use her spellcasting abilities for other purposes.
More details on Intuitive Magic can be found in Chapter 8.
Keywords: Barrier, Healing, Holy, Lightning
Hallowed Bolt Level 8
Target: Group Type: Magic Ability (22 MP)
The Paladin holds her sword to the heavens just as a lightning bolt
slams down, guiding that blast of electrical fury straight into the
midst of the enemy. Hallowed Bolt inflicts 75%, Armor Lightning
Elemental damage on all active combatants in the targeted Group,
striking automatically. In addition, it has a flat CoS of 30% of
inflicting the Status Condition Silence (4); roll separately for each
eligible target.
HEALING WIND Level 15
Target: Group Type: Magic Ability (34 MP)
Gusts of healing energy begin to whirl around the Paladin's body,
building up in intensity until the entire party is enveloped. Healing
Wind restores (9 x MAG) + 2d6 HP to all allies.
Cleansing Strike Level 22
Target: Single Type: Magic Ability (40 MP)
The Paladin thrusts her weapon forward, calling a spectral
greatsword to erupt from the ground and skewer the target where it
stands. Cleansing Strike inflicts 125%, Armor Holy Elemental damage
on the target, striking automatically. In addition, it has a flat CoS of
30% of inflicting the Status Condition Condemned on the target (4).
ASTRA Level 29
Target: Single Type: Magic Ability (46 MP)
The Paladin pours her ironclad resolve into a powerful magical
barrier capable of shielding an ally from harmful influences. Astra
bestows the Status Condition Resist (4), but this Status is
automatically canceled the first time it protects the target from being
afflicted with a Status Condition. If the target is struck by an attack
that inflicts multiple Status Conditions at once, all Conditions will be
blocked before Astra's effects dissipate.
FINAL FANTASY THE ROLEPLAYING GAME 120
SEAL EVIL Level 36
Target: Single Type: Magic Ability (53 MP)
With a wave of her weapon, the Paladin unleashes a swarm of holy
spirits, overwhelming the target with a barrage of purity and light.
Seal Evil can only be used to target Undead and Demons, and has a
flat CoS of 60% of inflicting the Status Condition Stone ().
HOLY CIRCLE Level 43
Target: Party Type: Magic Ability (61 MP)
The Paladin raises her weapon to the skies, calling down beams of
divine light to empower the party. Holy Circle bestows the Status
Conditions Protect (4) and Holy Enhancer (4).
Judgment BLade Level 50
Target: Group Type: Magic Ability (90 MP)
The Paladin's blade cuts through the air, triggering a shower of
ethereal crystals to entomb the enemy. Judgment Blade inflicts
125%, Armor Holy Elemental damage on all active combatants in the
targeted Group, striking automatically. In addition, it has a flat 30%
CoS of inflicting the Status Condition Stop (2); roll separately for
each eligible combatant in the targeted Group.
Divine Ruination Level 57
Target: Group Type: Magic Ability (155 MP)
With a swing of her blade, the Paladin draws forth the divine
energies of the earth itself, sowing panic and chaos among her foes
as searing white pillars of light tear across the battlefield. Divine
Ruination inflicts 150%, Armor Holy Elemental damage on all active
combatants in the targeted Group, striking automatically. In addition,
it has a flat 30% CoS of inflicting the Status Condition Confuse (4);
roll separately for each eligible combatant in the targeted Group.
GREAT GOSPEL Level 64
Target: Party Type: Magic Ability (200 MP)
Silver rain begins to fall on the battlefield, drenching all but the
silently praying Paladin. Suddenly, the rain ceases; the Paladin rises,
arms held aloft as dazzling sunlight bursts forth and cherubs
descend from the heavens to bestow their blessings on the party.
Great Gospel restores (17 x MAG) + 4d8 HP to all active
combatants in the Party; in addition, it bestows the Status Condition
Wall (4).

FINAL FANTASY THE ROLEPLAYING GAME 121
Rune Knight
The Rune Knight is a curious figure by anyone's reckoning, as much
a warrior as a sorcerous lightning rod. Trained to counter the army-
shattering effects of large-scale battle magic, they advance ahead of
the main force, nullifying incoming spells and draining mana from
opposing mages until the enemy's magical firepower has been
utterly silenced. Once the Rune Knight's work is done, all that
remains is to mop up; for better or worse, the tide of battle has
irrevocably turned.
A successful Rune Knight is the sum of hereditary power, careful
training, and unshakable resolve. Genetics and training allow a Rune
Knight to intercept enemy magic and reduce it to raw mana and
elemental power; resolve gives them the ability to work those talents
in the face of impending fiery doom or worse. Once absorbed, a
spell can be promptly flung back at its caster or used as grist for the
Rune Knight's extensive arsenal of mana-powered attacks; most
Rune Knights have at least a little training in traditional spellcasting,
though their swords remain their main means of offense.
To ordinary soldiers, experienced Rune Knights are an awesome
and inspiring presence, a fearless aegis willing to put everything on
the line for the good of his comrades. The trust and loyalty a Rune
Knight enjoys makes him a natural leader; those that survive their
often suicidal missions quickly advance up the chain of command,
buoyed by tales of the selfless heroism so fundamental to the Job's
abilities.
JOB STR VIT AGI SPD MAG SPR
Rune Knight +12 +10 +10 +10 +8 +10
JOB PROFILE
Representatives: Celes Chere (FFVI) Dycedarg Beoulve (FFT),
Zalbaag Beoulve (FFT)
HP Die: d10
MP Die: d6
Weapons: Axes, Flails, Greatswords, Knives, Light Swords, Swords
Armor: Gauntlets, Helmets, Mail, Robes, Shields
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon
COUNTER MAGIC
The Rune Knight's techniques were created to weaken, damage, and
ultimately destroy any spellcasting target on the battlefield. To this
end, the Rune Knight must confront his would-be targets head-on,
using everything at his disposal to withstand the mystical onslaught.
Runic Level 1
Target: Self Type: Fast Action
The Rune Knight's signature ability allows him to absorb magic by
capturing it within weapons or armor inscribed with spell-binding
runes, his weapon and breaking it down into raw mana for his own
use. Runic affects all Red, Black, White, Time, and Blue Spells, except
those with Target: All; monster Abilities with an MP cost may also be
affected. Once used, Runic absorbs the first eligible Spell or Ability
used in the immediate vicinity, regardless of its source; that Spell or
Ability has no effect and the Rune Knight gains MP equal to its
original casting cost. If Runic has absorbed nothing by the time the
Rune Knight's next turn comes up, its effects are lost; he must
decide whether to use Runic again or take another Action.
Intuitive magic Level 1
Target: Varies Type: Magic Ability
The Rune Knight can use her spellcasting abilities for other
purposes. More details on Intuitive Magic can be found in Chapter 8.
Keywords: Barrier, Destruction, Elemental Manipulation
RETURn MAGic Level 36
Target: Single Type: Reaction
As the Rune Knight gains experience, he learns to do more than
simply break down magic to its constituent parts with practice, he
can copy and return sorcerous attacks in a split-second, giving
enemy spellcasters a taste of their own medicine. When triggered,
Return Magic has a CoS of ((Level / 2) + (Spirit x 2)) of allowing
the Rune Knight to immediately cast the exact same Spell, targeting
the original caster. Alternately, he may choose to gain a number of
MP equal to the Spell's original casting cost. Neither option prevents
the Rune Knight from suffering the effects of the affected Spell
these are calculated as normal. If the Rune Knight elects to return
the Spell, the original caster will always be the only one affected by it,
even if said Spell was Target: Group.
Return Magic is subject to the same restrictions as Runic: it cannot
be used to counter Spells with Target: All, Summon Magic, or
Spellblade Magic. The Rune Knight must also be able to cast Spells
in order to be able to use Return Magic; Status Conditions such as
Silence will seal this Ability until they are canceled
Trigger: Arcane, Elemental, or Status spell or monster ability
susceptible to Runic.
QUadRa MAGic Level 64
Target: Group Type: Support Ability
Further refinement of Return Magic's principles permits veteran
Rune Knights to turn a single hostile spell into a blistering volley of
sorcery. Quadra Magic may be used whenever Return Magic triggers,
and allows the Rune Knight to immediately cast the exact same Spell
four times, each time targeting a randomly determined combatant in
the original caster's Group. To do so, the Rune Knight must have
enough MP to cast the relevant Spell three times; otherwise, Return
Magic's default effects are used instead. As with Return Magic,
Quadra Magic does not prevent the Rune Knight from suffering the
effects of the affected Spell these are calculated as normal.
FINAL FANTASY THE ROLEPLAYING GAME 122
UNYIELDING SWORD
Powerful and brutal in equal measures, the Rune Knight's battle
techniques turn excess mana into bone-crushing blows.
FuRy Brand Level 8
Target: Single Type: Magic Ability (20 MP)
A trident of violent red energy thrusts up from under the target,
emitting a single intense pulse as it disappears again. Fury Brand
inflicts 100%, Armor Physical damage on the targeted combatant,
striking automatically. In addition, it has a flat CoS of 30% of
inflicting the Status Condition Berserk (4).
STardust RAy Level 15
Target: Group Type: Magic Ability (27 MP)
Glowing arrows of light form around the Rune Knight, trailing glitter
as brilliant as the night sky as they begin whistling into the thick of
the enemy. Stardust Ray inflicts 75%, Armor Physical damage on all
active combatants in the targeted Group, striking automatically. It
also has a flat CoS of 30% of inflicting the Status Condition Spirit
Break (4); roll separately for each eligible combatant.
SHELLBURST STAB Level 22
Target: Single Type: Magic Ability (35 MP)
The Rune Knight extends his weapon, shaping raw mana into a cruel
glowing scimitar blade that callously cuts through the target before
fading out. Shellburst Stab inflicts (Target's Current MP) Physical
damage on the targeted combatant, striking automatically.
Regardless of how many MP the target currently possesses,
Shellburst Stab may never inflict more than 999 damage.
BLASTAR PUNCH Level 29
Target: Group Type: Magic Ability (56 MP)
A glowing white axeblade descends from the heavens, crashing down
onto the Rune Knight's foes with brain-shattering force. Blastar
Punch inflicts 100%, Armor Physical damage on all eligible
combatants in the targeted Group, striking automatically. In addition,
it has a flat CoS of 30% of inflicting the Status Condition Magic
Break (4).
VIPER Bite Level 43
Target: Single Type: Magic Ability (70 MP)
Sickly green daggers warp into being around the Rune Knight's
enemy, clamping down like the fangs of some great, spectral
serpent. Viper Bite inflicts 125%, Armor Physical damage on the
target, striking automatically. In addition, it has a flat CoS of 30% of
inflicting the Status Condition Venom (4).
HEllcry punch Level 50
Target: Single Type: Magic Ability (95 MP)
The Rune Knight unleashes his accumulated power and summons a
monolithic greatsword from the depths of the earth, piercing his foe
with an ice-blue edge of pure magic. Hellcry Punch inflicts 150%,
Armor Physical damage on the targeted combatant, striking
automatically. In addition, it has a flat CoS of 30% of inflicting the
Status Conditions Power Break (4) and Silence (4). Roll separately
for each Status Condition.
ICEwolf BITE Level 57
Target: Group Type: Magic Ability (110 MP)
Summoned by the Rune Knight's power, a phantom longsword tears
through the ground, ornately carved blade coruscating blue and red
in turn before vanishing. Icewolf Bite inflicts 150%, Armor Physical
damage on all eligible combatants in the targeted Group, striking
automatically. In addition, it inflicts 200%, Armor Physical damage to
the combatants' Magic Points. MP damage inflicted by Icewolf Bite
may ignore the Damage Cap.
FINAL FANTASY THE ROLEPLAYING GAME 123
V
_____________________
SKILLS

you can do that?


Tseng
FINAL FANTASY VII
Not everything an FFRPG character can do is defined by their Job. As
important as spellcasting talents and combat abilities may be, they
only cover a small subset of the many tasks and challenges that
characters will face during the course of an adventure for
everything else, there's Skills.
EXPANDED RULES
The fundamental rules governing Skill usage can be found in Chapter
1. The purpose of this chapter is to expand on those rules by
introducing additional options, clarifications and detail to those basic
rules.
Specialized Skills
A number of Skills in this chapter have an asterisk (*) after their
names; this indicates that these are specialised Skills. Unlike the
general Skills that make up most of the FFRPG's available selection,
characters who purchase a specialised Skill must also select a
specialisation for it at purchase. The Lore Skill, for instance must be
set to a specific type of knowledge, depending on the characters
preferences rather than having a general 'Lore,' a character will
have Lore (Military) or Lore (Legendary Weapons). Note that
Specialised Skills are bought multiple times for separate
specialisations a character will have two separate Skills for
Language (Common Tongue) and Language (Ancient).
! Expanding Specialisation
Many of the Skills given in this chapter have been deliberately
kept broad to allow for a wider range of genres and settings. As
an optional rule, GMs can require characters to take a
specialisation for any Skill that is likely to have a more narrow
focus in the campaign world. For instance, a high-tech world is
more likely to have Vehicles (Car) and Vehicles (Aircraft) than
one where carts are the bleeding edge of conveyance.
Defaulting on Skills
Picture the scene: our heroes have stolen an airship from the
Empire, and are racing home under the fire of the combined
Imperial fleet. Suddenly, the entire ship rattles a direct hit from the
enemy cannons. Smoke begins to pour out of the controls as an
alarm goes off and the ship enters a wild spin, rocketing
groundwards. A look passes around the table. So, uh... anybody
have Repair?
Regardless of how much experience and training they possess,
characters will still run into situations theyre not prepared for. As a
result, there may be circumstances where players will have to
improvise by making a Task Check using an Attribute Rating in place
of a Skill their character doesnt possess.
Every Skill has a single Default Attribute linked to it, typically the
one most likely to affect a characters aptitude in that Skill. Etiquette,
for instance, has Spirit as a Default Attribute. When a character
defaults on a Skill they do not have, they roll against (Default
Attribute Rating / 2) instead of the relevant Skill Rating to determine
success. However, some Skills are naturally harder to feign than
others, particularly those requiring a significant level of expertise.
These are called Learned Skills, and cannot be defaulted on unless
the character has an Affinity to that Skill Category. All other Skills are
Intuitive Skills, and can be defaulted on regardless of whether or not
the character has an Affinity.
Synergy
Sometimes, characters may wish to use multiple Skills in conjunction
with one another to accomplish something. For example, an Engineer
with high Ratings in Invent and Systems could make use of this
knowledge to improve an attempt to disarm a mechanical trap, an
activity normally associated with Traps alone. Attributes, too, can
interact with Skills, as more dextrous or intelligent characters are
better-suited to improvisation than ones less gifted in those areas.
Such synergies can be handled in one of two ways:
Enhancing an existing Skill. If having one Skill seems to logically
improve another Skill's likelihood of success and this Skill is equal to
or higher in Rating to the Skill it would 'support,' a character can
gain a +10 Synergy Bonus to Task Checks made against the
'supported' Skill. Alternately, if a character has a Skill whose Default
Attribute Rating/2 is higher than the Skill's actual Rating, she may
roll against the Attribute Rating instead.
Replacing a missing Skill. Rather than simply default on a missing
Skill, a character can instead roll against another Skill they possess
if there is logical synergy between it and the missing Skill. The
'replacement' Skill's Rating will be halved for the resulting Task
Check, but the character may apply any Synergy bonuses they would
FINAL FANTASY THE ROLEPLAYING GAME 124
normally be eligible for to this roll.
A player trying to benefit from synergies should always be
prepared to explain to the GM why she feels the other Skills in
question are relevant to the Task Check at hand.
? Defaults and Synergy (1)
Surrounded by Deathsight's forces, Hiro and company have
been carted off to a dank dungeon in an undisclosed location.
Rodger (GM): You regain consciousness in a swinging iron
cage lashed to a vaulted ceiling criss-crossed by heavy metal
beams. Below, faint orange light from an unknown source spills
through a grating that covers the entirety of the floor. The
metal has a dull glow to it; though you're suspended meters
above it, you can feel the heat radiating all the same. Other
cages hang around yours, chains clanking in time to a rhythmic
shudder in the walls of the chamber; occasionally, one bumps
into your own, leaving the bars ringing.
Rob (Hiro): Hiro lets out a soft sigh as he looks down at the
grating. Something tells me we'd regret jumping down there.
Blair (Mint): We'd have to get out first, huh? I'm checking
the bars. Any give? Anything loose?
Rodger: No dice. Whoever built this thing built it to last.
M (Haze): What else is in the cell?
Rodger: A pile of straw spread out in the center of the cage
serves as your bedding. Other than that, there's nothing.
M: Haze leans back, resting on the straw. Settle down. We'll
get a chance to break out sooner or later. Let's just take it
easy until then.
The gap in sessions has allowed Rodger to find a natural place
to introduce Carls player to the game and party. After a
quick discussion, Carl and Rodger have decided to imprison
Kumani in the same cell as the other characters, allowing them
to interact first thing off the bat.
Carl (Kumani): Mrrrr! Some of us arrre trrrying to get some
sleep herrre.
Blair: Mint is going to back away very, very quickly. Whoa! Did
our bedding just talk?
M: Haze gets up, brushing himself off. Who's there?
Carl: Kumani pokes her head out of the straw, blinking a few
times. Mrr. I should ask the same of you, yes? I'm Kumani.
M: Haze. The other two are Hiro and Mint. I'm guessing
you're no friend of Deathsight's.
Carl: I got attacked by those tinpot soldierrrs... Next thing I
know, I'm stuck in herrre.
Rob: Well, I don't know about you, but I'm not planning on
sticking around. Rodger, I'm picking up the longest, most
solid piece of straw and starting to work on the lock. I'll
default on Lockpicking with Invent.
? Defaults and Synergy (2)
Rodger checks the rules. Lockpicking is a Learned Skill,
meaning Hiro wouldnt normally be able to default on it.
However, Hiro also has Invent at 52; if taken as a replacement
for Lockpicking, it would effectively function at a Skill Rating of
26.
Rodger: Why would Invent help here?
Rob: The locks got mechanical components and moving parts.
Hiro should know how to screw around with those. Also, my AGI
ought to be high enough to give me a hand with the roll.
With a shrug, Rodger accepts the explanation. Hiros Agility
Rating is 40 higher than the modified Invent Rating of 26,
meaning he may use his Agility Rating instead of Invent. The
lock is reasonably well-made, so Rodger sets a Conditional
Modifier of +20. Robs final CoS is 60.
Rodger: Roll em.
Rob: (rolling) 48.
Rodger: You wriggle the straw around until you hear the
tumblers clicking into place. A moment later, the door swings
open with a creak.
Carl (Kumani): Nice worrrk! Now all we have to do is...
M (Haze): ...find a way to get down from here and across that
steaming hot floor without turning into spare ribs, then fight
our way through whatever guards Deathsight posted to keep
us locked up.
Blair (Mint): Is it too late to go with the 'let's just take it easy'
option?
GROUPWORK
Not every Task Check will be a solo effort. Occasionally, a character
may collaborate with fellow players or NPCs to accomplish a task,
throwing their collective weight behind a Task Check to ensure a
greater likelihood of success. For instance, a party may pool its
efforts in searching a villains study for hidden passages, with
several dedicated eyes and ears investigating likely hiding-places
and triggers. Under such circumstances, the group must designate
one character usually the one with the highest Skill Rating for the
Skill being used as the group leader. They take the most active
role in the combined effort, and make the actual Task Check.
Depending on how much the rest of the group offers to the
combined effort, the player making the Task Check will get a bonus
between +10 and +40: +10 for normal assistance, +20 for
significant assistance, and +40 for extraordinary assistance. The GM
may apply this bonus automatically, or first have the assisting
players roll a Task Check against the most relevant Skill for their
individual contributions. The results of a Botch on a groupwork-
enhanced Task Check are left to the GMs discretion, but the larger
the numbers of participants, the more likely it will be that the results
are catastrophic for the group as a whole.
Of course, not every Skill and situation lends itself to a groupwork
FINAL FANTASY THE ROLEPLAYING GAME 125
context. Because of this, groupwork is only an option in situations
where the would-be assistants are actively able to help out and not
preoccupied with their own Checks. A party trying to stay afloat and
get to safety in a flooding, trapped chamber couldnt try to pool their
efforts if each had to make individual Swimming rolls to avoid being
drowned by the incoming water.
Master Skill Table
The following table lists every major Skill used in the FFRPG in alphabetical order, together with its Default Attribute, Skill Category, and type. Skills
which must be specialised are marked with an asterisk (*) as standard. A few of these Skills are raised at half the normal rate these are marked
in boldface.
Table 5-1: Master Skill List
SKILL CATEGORY ATTRIBUTE TYPE SKILL CATEGORY ATTRIBUTE TYPE
Acrobatics General AGI Intuitive Language* Scholastic SPR Learned
Acting Artistic SPR Intuitive Leadership Social SPR Intuitive
Alchemy Technical MAG Learned Lockpicking Thievery AGI Learned
Animal Training Wilderness SPR Learned Lore* Scholastic MAG Learned
Art Artistic SPR Learned Navigation Wilderness MAG Intuitive
Awareness General MAG Intuitive Negotiation Social SPR Intuitive
Axes Weapon AGI Intuitive Pickpocket Thievery AGI Intuitive
Bows Weapon AGI Intuitive Polearms Weapon AGI Intuitive
Brawl Weapon AGI Intuitive Repair Technical MAG Learned
Climbing Wilderness STR Intuitive Riding Wilderness AGI Intuitive
Cooking General MAG Learned Scavenge Wilderness MAG Learned
Crafting* Technical MAG Learned Singing Artistic SPR Intuitive
Cudgels Weapon AGI Intuitive Smooth Talk Social SPR Intuitive
Dancing Artistic AGI Intuitive Stealth Thievery AGI Intuitive
Disguise Thievery MAG Intuitive Streetwise Thievery SPR Learned
Escape Thievery AGI Intuitive Survival Wilderness MAG Intuitive
Etiquette Social SPR Intuitive Swimming Wilderness VIT Intuitive
Explosives Technical MAG Learned Swords Weapon AGI Intuitive
Flails Weapon AGI Intuitive Systems Technical MAG Learned
Gambling Thievery MAG Learned Teaching Scholastic SPR Learned
Guns Weapon AGI Intuitive Thrown Weapons Weapon AGI Intuitive
Healing Technical MAG Learned Tracking Wilderness MAG Intuitive
Inquiry Scholastic MAG Intuitive Trade General MAG Learned
Instrument Artistic SPR Learned Traps Thievery MAG Learned
Intimidation Social SPR Intuitive Two Weapons Weapon AGI Learned
Invent Technical MAG Learned Weapon Systems Weapon AGI Intuitive
Knives Weapon AGI Intuitive Vehicles Technical AGI Learned
FINAL FANTASY THE ROLEPLAYING GAME 126
ARTISTIC SKILLS
As their name implies, Artistic Skills represent a character's talents
in and appreciation of the finer things in life. They form the
foundation for professions such as Bards and Dancers, who turn
them into devastating weapons on the battlefield.
ACTING
Default Attribute: Spirit (SPR) Type: Intuitive
A character with this Skill has the training to fake emotions and
devise new personalities for himself. With a successful Task Check,
the character may attempt to use Acting to bluff, improvise,
impersonate, or con. If the target has the Awareness Skill, resolve
the attempt through an Opposed Task Check; a Botch will always
expose the character's ruse.
I'm Captain Basch von Ronsenberg
of Dalmasca!
Vaan
FINAL FANTASY XII
Note that when impersonating others, a successful Task Check using
the Disguise Skill will typically have a positive effect on Conditional
Modifiers for Acting Task Checks.
CONDITIONAL MODIFIERS
Performing simple script: +80
Improvising simple performance: +40
Performing complex script: +20
Improvising complex performance: -40
ART
Defaults Attribute: Spirit (SPR) Type: Learned
This Skill embodies a general appreciation and knowledge of the
arts: painting, sketching, sculpture, architecture, and all techniques
and practices associated with the like. A character with this Skill may
create her own art, attempt to identify the works of others, or even
forge an existing piece to pass off as the original.
CONDITIONAL MODIFIERS
Identifying well-known masterpiece: +80
Identifying well-known artist: +40
Identifying obscure artist: 0
Forging obscure artist: -20
Forging well-known artist: -40
Forging known masterpiece: -60
DANCING
Defaults Attribute: Agility (AGI) Type: Intuitive
A character with this skill can tell a waltz from a gavotte, and knows
enough of the general etiquette and required steps to avoid
mashing peoples toes in the process.
CONDITIONAL MODIFIERS
Dance with slow, predicable rhythm: +80
Dance with fast, loose rhythm: +40
Improvising dance without fixed rhythm: +20
Complex, intricate dance: 0
INSTRUMENT
Defaults Attribute: Spirit (SPR) Type: Learned
This Skill allows a character to play, tune, and maintain an
instrument, as well as giving him a repetoire of songs for any
occasion. It is also used as a Weapon Skill for Instruments.
CONDITIONAL MODIFIERS
Performing slow, simple melody: +80
Performing fast, simple melody: +40
Performing slow, complex melody: 0
Performing fast, complex melody: -20
SINGING
Default Attribute: Spirit (SPR) Type: Intuitive
While not everyone is born with the voice of an angel, careful
training can make all the difference. Characters with this Skill know
all about projection and range, and have at least a few melodies
memorized at any given time.
CONDITIONAL MODIFIERS
Performing slow, simple melody: +80
Performing fast, simple melody: +40
Performing slow, complex melody: 0
Performing fast, complex melody: -20
GENERAL SKILLS
General Skills are versatile talents shared by a broad range of
character professions and backgrounds.
ACROBATICS
Default Attribute: Agility (AGI) Type: Intuitive
A character with this Skill is flexible and coordinated enough to
execute complex acrobatic maneuvers. A single Task Check is
required for a set of maneuvers or feat of balance. Conditional
Modifiers depend on both the complexity of the manuevers and the
circumstances. The consequences for failure hinge on the feat being
attempted.
FINAL FANTASY THE ROLEPLAYING GAME 127
CONDITIONAL MODIFIERS
Single somersault: +80
Backflip: +80
Double somersault: +40
Aerial cartwheel: +40
Double backflip: +20
Triple somersault: 0
Walking tightrope: 0
Double aerial cartwheel: 0
Triple aerial cartwheel: -20
AWARENESS
Default Attribute: Magic (MAG) Type: Intuitive
This Skill measures a characters collective sensory awareness. In
the field, it is mainly used to spot hidden items, secret passages, and
other incongruities that might not be noticeable at first glance. At
higher levels, Characters with this Skill gain a certain sixth sense
when it comes to spotting potential dangers or noticing when
something isnt quite right a con-man attempting to swindle the
party out of its Gil with counterfeit Elixirs is just as likely to get the
neck-hairs tingling as a dozen slavering beasts waiting in ambush
around the corner.
I sense danger.
Porom
FINAL FANTASY IV
As a result, Awareness may also be rolled at a GMs behest in
Opposed Task Checks against Skills like Smooth Talk or Stealth. This
Skill is given to all starting characters, regardless of Job.
CONDITIONAL MODIFIERS
Highly obvious detail: +80
Detail not immediately obvious: +20
Detail small, obscure or well-secreted: -20
Detail usually undetectable by normal senses: -80
COOKING
Default Attribute: Magic (MAG) Type: Learned
Knowing haute cuisine may not improve one's reputation as a
fearsome warrior, but when the alternative is another week's worth
of dried meat, nobody's liable to complain. A character with this Skill
knows how to prepare and identify all types of dishes with a
successful Task Check, and may even be able to augment their
comrades abilities in battle with appropriate foods see Appendix I
for more details. A meal with multiple courses may require several
Task Checks, depending on the complexity of the dishes involved.
CONDITIONAL MODIFIERS
Simple or pre-prepared dish: +80
Average dish: +40
Identifying individual ingredients in prepared dish: 0
Sensitive or demanding dish: 0
TRADE
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill knows her way around the art of buying
cheap and selling dear. A successful Task Check can be used to
locate merchants and shops in the immediate area, or can be used
to appraise the authenticity and value of an item.
CONDITIONAL MODIFIERS
Assessing item of obvious worth: +80
Finding stores in village or hamlet: +80
Assessing shoddy or obvious forgery: +80
Finding stores in small town: +60
Finding stores in large town: +20
Assessing uncommon or unusual item: 0
Finding stores in major city: 0
Assessing rare or exotic item: -20
Finding stores in megalopolis: -20
Assessing forgery of high quality: -40
Assessing forgery equal to original in quality: -60
SCHOLASTIC SKILLS
Scholastic Skills are based on the acquisition and use of information,
and represent the knowledge base heroes have access to during the
course of their travels.
INQUIRY
Default Attribute: Magic (MAG) Type: Intuitive
The location of an ancient tomb, an obscure local legend, the
address of the nearest inn in town characters with the Inquiry Skill
are adept of digging up the information they need as quickly and
painlessly as possible. One Task Check must be made for each piece
of information the character wishes to locate; the amount of time
spent searching can vary between half an hour and several days,
depending on the breadth of resources available to the character. A
failure simply means the character isn't able to locate the
information and may continue trying, while a Botch means the
information just isn't available or that the search has ended in
serious trouble.

CONDITIONAL MODIFIERS
Information is common knowledge: +80
Information is specialised knowledge: +20
Information is obscure knowledge: -20
Information is extremely obscure knowledge: -40
FINAL FANTASY THE ROLEPLAYING GAME 128
LANGUAGE
Default Attribute: Spirit (SPR) Type: Learned
With this Skill, a character can understand and communicate in a
particular language at lower levels, fluently enough to converse
with others, at higher levels with the proficiency of a skilled orator
and writer. Some sample languages:
Ancient. Typically the spoken or written tongues of the relevant
worlds precursor race. Ancient languages see little usage in the
modern world; these are usually the domain of scholars and
adventurers canny enough to realise that sooner or later everything
comes down to mysteriously-inscribed slabs and relics.
Bahsa Mithra. The Mithran language is constructed around a
relatively limited set of words, placing heavy emphasis on prefixes
and context instead. In a tongue where Im very happy and Im
deeply sorry are just two phonetically similar words apart, the
opportunities for embarrassment are nigh-on endless.
Beast Tongue. Used to communicate with creatures of limited
sentience, such as Couerls and Cactuars . This does not include
animals and monsters of Animal-level intelligence, which use the
Animal Training Skill instead.
Brogue. The Dwarven language is an archaic, highly convoluted
variation on Common Tongue, typically spoken with a thick, throaty
accent.
Common Tongue. The standard Human tongue, lingua franca on
most worlds. Most, if not all, adventurers will be fluent in this
language to one degree or another. This Skill is given to all starting
characters, regardless of Job.
Elvaan. Complex and florid, Elvaan has its roots in antiquity. Like all
other aspects of Elven culture, it is a source of racial pride and
jealously guarded against dilution from outside sources.
Galkan. Few Galka are capable of speaking their blunt,
unsentimental native language, let alone writing it. Adventurers are
most likely to encounter it in ancient, Galkan-built structures and on
racial artifacts.
Mogri. The language used by the Moogle race. Though most non-
Moogles may wonder how much communication can be achieved
solely using the word Kupo, Mogri is surprisingly subtle, heavily
dependent on the Moogles antenna to convey meaning. Due to this
handicap, few non-Moogles are capable of speaking it, though most
can understand it with a little bit of training and practice.
CONDITIONAL MODIFIERS
Understanding basic vocabulary: +80
Understanding everyday vocabulary: +60
Understanding advanced vocabulary or slang: +40
Understanding technical language or scientific jargon: 0
Understanding archaic vocabulary: -40
LORE*
Default Attribute: Magic (MAG) Type: Learned
Skills that cover a character's understanding of a particular concept
or area, abstract or not facts, figures, and essential information
relating to a subject the character has studied in at least some
detail. The quality, quantity, and detail of a character's knowledge in
a particular Lore will increase with the Skill Rating. Though the
sample Lores given below are broad, they can be as specialised as
the player wants the advantage in doing so is that information
considered 'obscure' in a general Lore can be common knowledge
in a specialised one. As a result, a character with Lore (Chocobo) will
know more about these riding birds than one with Lore (Animal).
Sample Lores:
Lore (Area): Detailed knowledge of the geography of a particular
area, inclusive of major landmarks, terrain, flora, and fauna.
Lore (Folklore): An understanding of an area's popular mythology,
ranging from ancient sagas to contemporary 'urban legends'.
Further specialised by country or region.
Lore (History). General knowledge of key events in an area's
known history, including dates, personalities, and other minutae.
Further specialised by country or region.
Lore (Magic). Magic Lore gives the character a fundamental
understanding of the principles of sorcery as well as the training to
identify individual spells and enchantments. Further specialised by
type: Black, White, Time, Spellblade, or Blue.
Lore (Monsters). What is a Malboro's preferred food source? How
many Sahagin comprise a typical raiding party? Just how fast does a
Cactuar actually run? A character with Monster Lore is a treasure
trove of facts and trivia on the planet's inhuman inhabitants. Further
specialised by monster type: Abnormal, Aerial, Amorph, Aquatic,
Arcana, Beast, Construct, Dragon, Fiend, Humanoid, Insect, Lizard,
Plant or Undead . See Appendix II for more information on monster
types and their criteria.
Lore (Summons). Knowledge of the habitats, histories, strengths,
weaknesses, and personalities of the major Summons of the world,
from Alexander to Valefor.
CONDITIONAL MODIFIERS
Information is common knowledge: +80
Information is specialised knowledge: +20
Information is obscure knowledge: -20
Information is extremely obscure knowledge: -40
TEACHING
Default Attribute: Spirit (SPR) Type: Learned
This Skill allows the character to impart her knowledge to others,
giving her the ability to transfer Skills she already knows to another
character. Skill Points placed into Teaching increase a characters
Rating at half the normal rate. As a result, it will take two Skill Points
to raise the Rating by 1 unless the character has an Affinity for
Scholastic Skills. If so, it takes only one Skill Point to raise the Rating
by 1.
FINAL FANTASY THE ROLEPLAYING GAME 129
SOCIAL SKILLS
Social Skills focus exclusively on a character's interactions with
others. A characters experience in these Skills will be essential in
obtaining information, winning allies, and keeping the group
operating as a cohesive unit.
ETIQUETTE
Default Attribute: Spirit (SPR) Type: Intuitive
This Skill gives a character the ability to act and speak diplomatically
regardless of the circumstances, observing and respecting the
sensibilities of others. A successful Task Check allows a character to
discern the most appropriate code of conduct in a given situation,
and act accordingly; a failure results in the character misinterpreting
the situation, with potentially disasterous results. Botches will almost
always result in a diplomatic gaffe of the first order.
CONDITIONAL MODIFIERS
Observing simple or common formalities: +80
Observing uncommon or complicated formalities: 0
Observing rare or obscure rituals or formalities: -40
INTIMIDATION
Default Attribute: Spirit (SPR) Type: Intuitive
Intimidation and browbeating are powerful tools if used correctly,
establishing the character as a force to be reckoned with even if
they aren't. A successful Task Check is required to intimidate a
target, after which the character can make her demands; failure
means the target is unimpressed. A Botch, on the other hand, could
potentially result in a nasty turnabout. If the target also has
Intimidation, resolve the attempt through an Opposed Task Check.
CONDITIONAL MODIFIERS
Intimidating significantly weaker target: +80
Intimidating moderately weaker target: +40
Intimidating target of equal power: 0
Intimidating moderately stronger target: -20
Intimidating significantly stronger target: -40
LEADERSHIP
Default Attribute: Spirit (SPR) Type: Intuitive
A character with this Skill knows how to coordinate large groups of
people effectively, be it in engineering, business, or battle. A
successful Task Check is required to carry out a given activity, such
as a construction effort, battle plan, or project. Multiple Task Checks
may be needed for long-term collaborations. In addition, a character
can use his Leadership Skill to motivate or encourage others; this
does not necessarily have to be restricted to those under the
character's direct control.
CONDITIONAL MODIFIERS
Coordinating simple plan or task: +80
Motivating loyal subordinates or comrades: +80
Coordinating average plan or task: +20
Motivating uninspired subordinates or comrades: +20
Coordinating complex plan or task: 0
Motivating mutinous subordinates or comrades: -40
NEGOTIATION
Default Attribute: Spirit (SPR) Type: Intuitive
The fine art of getting your way. A character with this Skill can use
their powers of persuasion to do anything from bartering for an item
to convincing that troublesome Captain of the Guard that, no, they
really arent an Imperial sympathizer, thank you all the same.
Negotiation is always used in form of an Opposed Task Check; when
making her Task Check, the player must first declare her 'offer' to
the other party, who in turn roll against either their own Negotiation
Skill or an appropriate Skill Default the weight of the character's
offer will determine the basic CoS.
CONDITIONAL MODIFIERS
Desired outcome beneficial to target: +80
Desired outcome has no effect on target: +20
Desired outcome troublesome for target: -40
Desired outcome disastrous for target: -60
SMOOTH TALK
Default Attribute: Spirit (SPR) Type: Intuitive
This Skill allows a character to use pure charisma to persuade an
unwitting victim to do his bidding. One successful Task Check is
required to ensnare the target; additional Task Checks may be
required depending on what the character requests of his victim. If
the target has the Skill Awareness, resolve the attempt through an
Opposed Task Check. Any failure breaks the character's hold over
the target, forcing him to start anew; a Botch ruins the attempt
entirely, and may alert the target to the fact that they are being
manipulated.
CONDITIONAL MODIFIERS
Seeking favor beneficial to target: +80
Seeking commonly-known information: +80
Seeking favor with no effect on target: +20
Seeking uncommon or sensitive information: 0
Seeking favor troublesome for target: -40
Seeking classified or highly secret information: -40
Seeking favor disasterous for target: -60
FINAL FANTASY THE ROLEPLAYING GAME 130
TECHNICAL SKILLS
Technical Skills allow a character to manifest their creative as well as
practical sides through everything from woodworking to explosive
chemistry.
ALCHEMY
Default Attribute: Magic (MAG) Type: Learned
Knowledge of compounds and chemical principles allows a character
with this Skill to brew up a wide variety of useful mixtures, potions
and tinctures. This Skill is discussed in more detail in Appendix I.
CRAFTING*
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill can create items of varying size and
complexity from scratch. Crafting is specific to a type of
manufacture, the most prominent of which are Crafting
(Armorsmithing), Crafting (Carpentry), Crafting (Tailoring), Crafting
(Tinkering) and Crafting (Weaponsmithing). The applications and
specifics of each of these are discussed in more detail in Appendix I.
EXPLOSIVES
Default Attribute: Magic (MAG) Type: Learned
This Skill allows a character to plant and detonate explosive devices
in a precise fashion, usually for targeted demolition work. More
details regarding this process can be found in Appendix I.
HEALING
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill knows enough about the body and its
workings to diagnose and treat most kinds of sickness and injury. A
successful Task Check is required for a correct diagnosis; another
for the treatment if the character has the means to carry it out.
Failure in either could have drastic consequences for the patient.
Healing can also enhance a party's natural recovery see Chapter
9.
CONDITIONAL MODIFIERS
Setting broken limbs: +80
Treating common or harmless sickness: +80
Treating uncommon or malignant disease: +20
Undertaking complex surgery: 0
Treating rare or deadly disease: -20
Undertaking neurosurgery: -40
INVENT
Default Attribute: Magic (MAG) Type: Learned
With a bit of tinkering and divine inspiration, characters with this Skill
can create useful machines and mechanisms from scratch.
Skill Points placed into Invent increase a characters Rating at
half the normal rate. As a result, it will take two Skill Points to raise
the Rating by 1, unless the character has an Affinity for Technical
Skills; if so, it takes only one Skill Point to raise the Rating by 1.
Invent is discussed in more detail in Appendix I.
They call me The Machine when
it comes to mechanics! Leave it to
me, baby!
Zell Dincht
FINAL FANTASY VIII
REPAIR
Default Attribute: Magic (MAG) Type: Learned
Characters with the Repair Skill have the ability to fix things, whether
its as simple as propping up a wobbling table or as complex as a
malfunctioning engine. What a character can feasibly repair is
determined by her other Skills characters with Tailoring, for
instance, can patch up clothing, characters with Invent fix mechanical
devices, characters with Vehicles tune up cars or motorbikes. This
Skill is discussed in more detail in Appendix I.
SYSTEMS
Default Attribute: Magic (MAG) Type: Learned
A multipurpose Skill that allows a character to work with complex
mechanisms, including electrical wiring, robots, constructs, and
computers. A successful Task Check can be used to either set up,
interrupt, or tamper with a system; failure will damage the system
but leaves the character enough leeway to attempt to repair the
problem. Predictably, a Botch will destroy the system beyond the
point of salvage. Multiple Task Checks may be required for
particularly complicated systems.
CONDITIONAL MODIFIERS
Using basic system: +80
Circumventing basic protective measures: +40
Using complex system: +20
Circumventing heavy protective measures: 0
Using highly complex system: -20
Circumventing extreme protective measures: -40
VEHICLES
Default Attribute: Agility (AGI) Type: Learned
This Skill enables a character to helm a vehicle with a reasonable
degree of reliability, though in adverse conditions, things might be a
little bit more difficult. Special manuevers naturally require an
advanced level of ability to pull off without wrecking the vehicle in
question in the process.
FINAL FANTASY THE ROLEPLAYING GAME 131
CONDITIONAL MODIFIERS
Basic manuever (roll, wheelie, high-speed U-turn): +40
Advanced manuever (bootleg turn, drifting, hammerhead): 0
Risky manuever (snap roll, flat spin): -20
Extremely risky manuever (cobra, skew flip turnover): -60
THIEVERY SKILLS
Thievery Skills involve stealth, secrecy, and dishonest action. Though
most useful in an urban environment, they have plenty of
applications elsewhere.
DISGUISE
Default Attribute: Magic (MAG) Type: Intuitive
The ability for a character to assume a new appearance, ranging
from a simple change of clothing to a full-blown transformation. The
character must state her intended 'target'; a successful Task Check
allows the character to take on the target's appearance. Note that
this only covers the 'looks' of the target -- the actions a character
makes while disguised are covered by a separate Task Check against
Acting, and just as important in maintaining the illusion. A good
Disguise will typically have a positive effect on Conditional Modifiers
for Acting Task Checks, and can also be used to conceal small
objects on the characters person.
CONDITIONAL MODIFIERS
Portraying different gender: +60
Portraying target notably taller than character: +40
Portraying target of similar race: +40
Portraying target notably shorter than character: 0
Portraying target of different race: 0
Portraying target of drastically different race: -40
ESCAPE
Default Attribute: Agility (AGI) Type: Intuitive
Everyone gets caught sometimes. For this reason, the ability to slip
out of a tight bind can prove to be a valuable asset. A character with
this Skill can use a successful Task Check to worm his way out of
rope, manacles, or chains.
Oh GAWD! If I knew this was gonna
happen, I wouldve taken rope lessons
more seriously!
Yuffie Kisaragi
FINAL FANTASY VII
Failure simply means a character remains trapped, while a Botch can
easily result in injury, tangled bonds, or suspicious captors checking
in to see what all the racket is about
CONDITIONAL MODIFIERS
Escaping hasty or shoddy bonds: +80
Escaping complex knots or bonds: 0
Escaping handcuffs or reinforced bonds: -20
GAMBLING
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill is a storehouse of knowledge when it
comes to games of chance, particularly those involving money. Basic
gambling takes the form of an Opposed Task Check, with
appropriate modifiers depending on the complexity of the game
being played.
Characters may also attempt to use Gambling to tip the odds in
their favor by cheating. In this case, the character must declare that
she is doing so; a successful Task Check is required for each 'hand'
or round played, and is substituted for the normal roll. If any of the
other participants have Awareness, resolve the cheating attempt as
an Opposed Task Check between the cheaters Gambling and the
players Awareness. If the other players notice nothing amiss, the
character wins the round; otherwise, the character is in a world of
trouble.
If other participants are cheating after all, there's no guarantee
that the character will be the only one trying to 'help' their luck
along the Gambling roll becomes an Opposed Task Check between
the cheating parties' Gambling. Whoever wins must then make an
Opposed Task Check against the honest players Awareness to
ensure nobody else has spotted their actions. If successful, they win
the round. Failure may result in the character's cheating being
exposed, but a Botch always will blow the scam wide open.
CONDITIONAL MODIFIERS
Knowing rules to simple card game: +80
Knowing rules to complex card game: +40
Fixing dice game or coin toss: +20
Fixing simple card game: -20
Fixing complex card game: -40
LOCKPICKING
Default Attribute: Agility (AGI) Type: Learned
A character with this Skill can open locks on doors, treasure chests
and anything else others consider worth securing with a few tools, a
little elbow grease and a successful Task Check. A Botch results in
the lock being broken or otherwise damaged, preventing future
attempts at picking it.
CONDITIONAL MODIFIERS
Picking rusty or neglected lock: +80
Picking basic lock: +40
Picking complex lock: 0
Picking electronic or magical lock: -40
FINAL FANTASY THE ROLEPLAYING GAME 132
PICKPOCKET
Default Attribute: Agility (AGI) Type: Intuitive
A skilled thief depends on her ability to sneak small items out of
their owners' pockets without them noticing and raising alarm. With
this Skill, a character can try to 'palm' an object upon a successful
Task Check; one Task Check is required for each object taken. If the
target has the Skill Awareness, resolve the attempt through an
Opposed Task Check. A Botch will always result in the character
being caught. Should the need arise, this Skill can also be used to
sneak items onto a person for similar purposes.
CONDITIONAL MODIFIERS
Taking object less than 5cm in size: +40
Taking object 10 to 20cm in size: +20
Taking object 30 to 50cm in size: -20
Taking object 60cm to 1m in size: -40
STEALTH
Default Attribute: Agility (AGI) Type: Intuitive
This Skill gives the character a basic understanding of subterfuge,
allowing him to secrete himself in darkened corners to escape
detection and sneak around without arousing too much suspicion. If
another party is in the vicinity and has the Skill Awareness, resolve
the sneaking attempt with an Opposed Task Check. A character will
always think a Task Check is successful regardless of the actual
outcome.
CONDITIONAL MODIFIERS
Character totally hidden (invisible, magically silenced): +60
Character partially hidden (stealthy outfit, muffled steps): +20
Character highly noticeable (bright clothing, noisy armor): -40
STREETWISE
Default Attribute: Spirit (SPR) Type: Learned
Streetwise allows a character to navigate a city's criminal
underground. A successful Task Check can allow a character to
obtain a piece of information, locate illicit goods and services, or find
a contact. The amount of time taken for the search can vary
between half an hour and several days. A Failure simply means the
character has not been able to locate the object of her search and
may continue trying. A Botch, however, will alert local gangsters and
authorities to the character's search, with potentially disasterous
consequences. Streetwise can also be used as the criminal
equivalent of Etiquette if the character does not have that particular
Skill available to her.
CONDITIONAL MODIFIERS
Soliciting minor favor or piece of information: +40
Soliciting notable favor or piece of information: 0
Soliciting illegal or restricted goods: -20
Soliticing major favor or piece of information: -40
TRAPS
Default Attribute: Magic (MAG) Type: Learned
An essential talent for any successful thief, this Skill allows a
character to disarm or set traps of varying complexity and
lethality with a successful Task Check. Further information on traps
can be found in Chapter 10: Gamemastering.
WEAPON SKILLS
Everyone can wield a weapon, but to do so with finesse takes time
and dedication on the wielder's part. For this reason, Weapon Skills
are the bread and butter of virtually all professions, governing the
usage of everything from Boomerangs to Swords. The only type of
weapon not covered by Weapon Skills is the Instrument a
character's proficiency in these is measured by the Artistic Skill
Instrument instead.
AXES
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers the usage of the heavy and often cumbersome
Axes.
BOWS
Default Attribute: Agility (AGI) Type: Intuitive
This Skill allows a character to draw, fire, and reload Bows of all
types.
BRAWL
Default Attribute: Agility (AGI) Type: Intuitive
Brawl is basic unarmed combat. Inelegant but effective in a pinch, it
allows the character to rely on their bare hands in a fight if no other
weapons are available.
CUDGELS
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers weapons that inflict blunt as opposed to piercing or
slashing damage, including Rods and Staves.
FLAILS
Default Attribute: Agility (AGI) Type: Intuitive
The Skill covers the usage of whips, nunchuka, ribbons, and other
weapons consolidated in the Flails category.
GUNS
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers technologically sophisticated ballistic weapons such
as Crossbows and Rifles.
FINAL FANTASY THE ROLEPLAYING GAME 133
KNIVES
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers smaller bladed weapons such as Knives and Ninja
Blades.
POLEARMS
Default Attribute: Agility (AGI) Type: Intuitive
This Skill concerns itself with larger bladed melee weapons whose
reach is further than normal. This includes both Polearms and
Swallows.
SWORDS
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers larger bladed weapons, including Light Swords,
Swords, Greatswords, and Katanas.
THROWN WEAPONS
Default Attribute: Agility (AGI) Type: Intuitive
This Skill allows a character to use thrown weapons of various
shapes and sizes, ranging from Boomerangs to Throwing Stars and
Skeans.
TWO WEAPONS
Default Attribute: Agility (AGI) Type: Learned
This Skill allows a character to fight effectively with a weapon in each
hand. In practice, this means a character may equip a weapon in
their Shield Slot as well as their Weapon Slot, provided the Shield Slot
is not already occupied see Chapter Six for more details. In
addition to Two Weapons, the character must have the appropriate
Skill for the Weapons being used. for instance, a character wanting
to use a Knife and a Boomerang in conjunction would need Knives,
Throwing Weapons, and Two Weapons.
When making an Attack Action with Two Weapons, the character
strikes the target twice instead of once, essentially making two
separate Attack Actions against the same target at the cost of a
single Action. Make separate rolls to hit using the lowest-rated
applicable Skill Two Weapons or the relevant Weapon Skill when
determining whether the Attack lands. Damage is resolved
individually for each successful Attack.
Skill Points placed into Two Weapons increase a characters Rating
at half the normal rate. As a result, it will take two Skill Points to
raise the Rating by 1. Unlike other Skills of this kind, however, an
Affinity for Weapon Skills has no effect on the exchange rate.
WEAPON SYSTEMS
Default Attribute: Agility (AGI) Type: Intuitive
This Skill governs the use of any weapon too large to be feasibly
man-portable. Some obvious examples of this would be a cannon
mounted onboard an airship or a Magitek Armor's Tek Missile
system.
WILDERNESS SKILLS
Wilderness Skills are concerned with the exploration of the great
outdoors. An adventurer who spends any amount of time in the wild
is likely to acquire at least a few of these Skills in the process.
ANIMAL TRAINING
Default Attribute: Spirit (SPR) Type: Learned
A character with this Skill can manipulate, negotiate with, and
intimidate animals. With enough time and patience, Animal Training
can also be used to train an animal to understand and act on basic
commands like 'stay,' 'follow,' and 'kill.' One Task Check and a few
days of training are required for each command, though more
complex commands can take several months to impart.
CONDITIONAL MODIFIERS
Handling domestic animal: +20
Teaching domestic animal basic command: 0
Handling wild animal: -20
Teaching wild animal basic command: -30
Teaching domestic animal complex or abstract command: -30
Teaching wild animal complex or abstract command: -50
CLIMBING
Default Attribute: Strength (STR) Type: Intuitive
Whether it's light free-climbing or full-fledged mountaineering, a
character with this Skill can scale vertical surfaces with a reasonable
degree of success. One or more Task Checks may be needed for a
successful ascent; in the event of a failure, no progress is made. A
Botch will always result in a fall, with consequences depending on
the severity of the drop.
CONDITIONAL MODIFIERS
Climbing gentle incline with good equipment: +80
Free-climbing gentle incline: +40
Climbing steep incline with good equipment: +40
Free-climbing steep incline: 0
Climbing sheer surface with good equipment: -20
Free-climbing sheer surface: -40
Climbing crumbling surface with good equipment: -40
Free-climbing crumbling surface: -60
FINAL FANTASY THE ROLEPLAYING GAME 134
NAVIGATION
Default Attribute: Magic (MAG) Type: Intuitive
By using landmarks, the stars, and other environmental features, a
character with this Skill can travel from location to location without
losing his way. In addition, the character's well-honed sense of
direction can be a valuable asset in mazes and other confusing
locales. One Task Check is required for the character to find his way;
subsequent Task Checks may be required in the case of particularly
long or complex routes.
CONDITIONAL MODIFIERS
Navigating highly familiar area or terrain: +80
Navigating familiar area or terrain: +40
Navigating unfamiliar area or terrain: 0
Navigating highly disorienting or alien terrain: -40
Navigating changing or featureless terrain: -60
RIDING
Default Attribute: Agility (AGI) Type: Intuitive
A character with this Skill knows the basics of staying on and
controlling a mount like a Chocobo. One Task Check is required to
mount up and begin riding; depending on the conditions, additional
Task Checks may need to be made during the course of the ride.
CONDITIONAL MODIFIERS
Mounting up on personal mount: +80
Mounting up on tame mount: +60
Attempting to ride bareback or free-handed: +20
Riding while wielding weapon: +20
Mounting up on wild or aggressive mount: +20
Controlling wild or aggressive mount: 0
Riding while standing on mount: 0
SCAVENGE
Default Attribute: Magic (MAG) Type: Learned
A talent essential to any monster hunter looking to make a profit on
their activities. This Skill allows a character to identify and extract
items of value from the carcass of a monster hide, horns, teeth,
scales without damaging them in the process. It can also be used
to extract things of value from mineral deposits, exposed ore seams,
and other sources of raw material. See Chapter 9 for more details.
SURVIVAL
Default Attribute: Magic (MAG) Type: Intuitive
A character with this Skill is able to locate drinking water, forage food
and avoid natural hazards that could easily take the life of an
inexperienced traveller. One successful Survival Task Check is
required for each day a character attempts to sustain herself in the
wilderness; if the character is foraging for others, additional Task
Checks may be needed. Survival can also be used to weather natural
hazards.
CONDITIONAL MODIFIERS
Searching for water in temperate climate: +20
Searching for food in temperate climate: +40
Searching for water in desert climate: 0
Searching for food in desert climate: -20
Searching for food in arctic climate: -20
Identify natural hazards in terrain: +20
Predict weather in terrain: +20
SWIMMING
Default Attribute: Vitality (VIT) Type: Intuitive
A character with this Skill has the training to float, swim, and dive in
water and other liquids. Normal swimming requires a successful Task
Check to stay afloat and get to a destination, while more Task Checks
may be required for long or difficult stretches of swimming. Failed
Swimming rolls leave the character in danger of drowning he must
make another Task Check with additional modifiers to pull himself
back up. If he fails the second Test, outside intervention may be
necessary. Botches always have disasterous consequences.
Diving requires a Task Check if a character is attempting to reach a
particular location underwater, if he remains submerged for longer
periods of time, and if he attempts to take an action underwater.
CONDITIONAL MODIFIERS
Swimming through calm waters: +80
Swimming through rough waters: +20
Attempting simple action while submerged: +20
Navigating thick debris and other obstacles while diving: 0
Attempting complex or difficult action while submerged: -20
Fighting strong current: -20
Drowning: -20
TRACKING
Default Attribute: Magic (MAG) Type: Intuitive
By combining clues with old-fashioned instinct, a character with this
Skill can track a quarry animal, human, or otherwise over a
distance. A character must make an initial Task Check to pick up a
target's trail; more Task Checks may be required to stay on the trail
if following the target over longer distances. Any failures during the
tracking process mean that the character has lost the target, though
the GM may allow her to make another Task Check with an increased
modifier in order to resume pursuit.
CONDITIONAL MODIFIERS
Trail minutes old: +40
Trail hours old: 0
Quarry switching transportation: -20
Trail days old: -60
Trail weeks old: -80
FINAL FANTASY THE ROLEPLAYING GAME 135
CHAPTER GLOSSARY
The following list recaps some of the most important concepts
introduced in this chapter for quick reference.
Default Attribute. The Attribute that has the strongest effect on a
character's chance of success with a given Skill. The Default
Attribute's Rating can substitute for a Skill Rating in certain cases.
Intuitive Skill. A Skill whose Default Attribute's Rating may be used
in place of a Skill Rating if the character does not possess the Skill
in question.
Learned Skill. A Skill whose Rating cannot be replaced by a Default
Attribute's Rating if the character does not possess it.
Synergy Bonus. A bonus to a Task Check granted by compatible
Skills and Attributes.
FINAL FANTASY THE ROLEPLAYING GAME 136
VI
________________
EQUIPMENT

You can't just walk outta here


without buyin' somethin...
Might be unhealthy fer ya, if ya
know what I mean.
Sector 7 Weapons Store Owner
FINAL FANTASY VII
The 500 Gil characters receive during character generation are only
the tip of the iceberg; before long, they'll have the money to set
about seriously arming and armoring themselves against the
dangers which await them in their travels. This chapter covers the
most essential portions of an adventurer's gear, from the humblest
Longsword to the finest Genji Armor and beyond.
EQUIPMENT BASICS
While the meat of Chapter 6 details the various tools of the world-
saving trade, there are some fundamental considerations for both
player and GM when it comes to acquiring, maintaining and using
equipment. The following section serves as a primer to the most
crucial of these; additional equipment issues are covered in Chapter
10.
Currency
The Gil (G) is the standard currency of the Final Fantasy universe.
Barring inflation, a single gil piece is pocket change; 70 gil buys a
full-fledged gourmet meal for one, 300,000 a well-appointed
beachfront house. Prices do, however, fluctuate wildly from place to
place in accordance to the demands of scarcity and prosperity.
Actual denominations can vary on a regional basis, but Gil are
typically issued in units of 1, 5, 10, 50, 100, 500, and 1000.
Countries and nations tend to mint their own individual gil currency;
while these may be known by particular names within that country, at
the end of the day, a gil is a gil is a gil lightweight, easy to spend,
and readily accepted the world over. The latter is due to the gils
composition; traditionally, a gil piece is made of pure gold indeed,
the name gil itself plays on this tradition. Changing times and
growing populations may force governments to water down the
currency, however, replacing the scarcer material with more common
metals such as bronze and silver. Paper bills are also increasing in
popularity as an easily concealable alternative to the bulky, often
inconvenient coins. Where such changes take place, they usually do
so on a worldwide scale, ensuring a continued and universal
acceptance for the currency.
Buying Equipment
No matter where you are in the world, specialised stores exist for
nearly every form of merchandise imaginable. Even in the remotest
regions, small traders and travelling merchants will be more than
happy to do business with anyone able to afford their goods.
However, a player cannot just walk into any given weapon store and
ring up a dozen Excaliburs Equipment Availability also factors into
purchases. Simply put, certain types of equipment will be more or
less readily available than others, whether due to rare materials, a
particularly complex manufacturing process or simple technological
limitations. For example, a plain Longsword could be purchased at
any reputable weapon store, whereas the legendary Masamune
would obviously be only found in the darkest and deepest dungeon
of the land, no matter how much money a character would be willing
to pay for it.
To represent this, every piece of equipment listed over the next
few pages is denoted with an Availability Rating ranging from 1 to
100. For players, it offers an convenient way of determining
comparative rarity between items; while it may be obvious that a
Main Gauche Knife is harder to find than a plain Dirk, assessing its
availability in comparison to a Hi-Potion or a Survival Vest is
somewhat what more difficult.
For GMs, Availability Ratings are intended as a shortcut for
stocking shops and merchants Chapter 10 discusses this in more
detail.
Artifacts and Legendaries
While most of a players early equipment will come from over-the-
counter sales, the very best items take a little more effort to obtain
the kind of effort that typically involves going toe-to-toe with
demon lords or traversing ancient, monster-haunted ruins.
Equipment of this type is denoted through two special Availability
codes: Artifact and Legendary. Artifacts are extremely rare items,
typically crafted through long-lost techniques or fashioned by extinct
races; though they cannot be readily replicated, they may have been
manufactured in some numbers in the past. As a result, characters
can obtain several of these, though can does not necessarily
translate to will.' One step up from these are the Legendary items,
truly one-of-a-kind relics that enjoy legendary or notorious
status. As the name implies, Legendary items may never found more
FINAL FANTASY THE ROLEPLAYING GAME 137
than once on any given world.
Equipment Tiers
In addition to an Availability Rating, each item and piece of
equipment presented in this chapter also has an Equipment Tier
ranging from 1 to 10. The Equipment Tier measures an item's
general rarity the higher the Tier, the rarer the item. Artifacts are
always Tier 9 items; Legendary always Tier 10. Tiers are primarily
given for the GM's benefit in order to make the players' item and
equipment rewards easier to manage see Chapter 10 for more
details.
Selling Equipment
As characters upgrade to better equipment, they may wish to sell
their older gear to merchants to fund future shopping sprees. These
will typically pay around 50% of the listed price for items, rounding
down, though this may be adjusted for wear any number of other
factors at the GM's discretion. For example, a Rondell Dagger
purchased for 3200 G would only be worth a maximum of 1600 G if
sold, provided it was still in good condition at the time. Note that the
average trader will not buy Artifact or Legendary items, as few will
have the resources to even afford the prices such items command;
as a result, characters may not attempt to sell these except under
special circumstances.
Carrying Equipment
In order to simplify the process of carrying equipment, all characters
have six basic Equipment slots which can be filled by various items
over the course of the game. In the FFRPG, such items are said to
be equipped, and allow the character to benefit from any and all
properties they offer. Which slot a piece of equipment occupies when
equipped is noted with the relevant listings further on.
Weapon Slot. The characters left or right hand, depending on
preference. Can be used to hold one ranged or melee weapon.
Shield Slot. The characters off hand, used by melee-oriented
professions to hold one shield. In the case of two-handed weapons,
this slot will be taken up by the weapon in question instead;
characters with the Two Weapons Skill can also equip a second
weapon in this slot.
Body Slot. The bulk of the characters body; used to equip one
piece of Mail, Suit or Robe.
Head Slot. Worn headgear. Used to equip one Hat or Helmet.
Hands Slot. Hands and wrists; used to equip one piece of Armwear
or one pair of Gauntlets.
Accessory Slot. A catchall category for the enchanted rings,
pendants, boots and other items that fall under the Accessory
category. A character can equip up to one Accessory in the
Accessory Slot.
Inventory Slot. All other items which a character may have in stock
in his or her pockets, bags and backpack, inclusive of spare armor
and weapons currently not equipped. The Inventory Slot technically
has an unlimited capacity, acting something like a pocket dimension
from which things can be retrieved at any given time, even in the
midst of a raging battle.
! Carrying Alternatives
The FFRPGs equipment carrying rules are designed to mimic the
games, and mean that characters are able to tote around as much
equipment as they need to. 99 Potions, 31 Ethers, 43 Hi-Potions
and 3 Hi-Ethers may be pushing things to an extreme, but are still
entirely feasible. If the GM prefers a more realistic approach, a
characters Ammunition and Inventory Slots can be limited to store
a combined total of 15 items. Once the limit has been reached, the
character must drop or sell some of their equipment before they
are able to take on more. A compromise between the two is to
allow characters to carry a maximum of (STR x 3.3) in other
words, between 3 and 99.
FORMAT
The equipment listings on the next few pages are arranged into
comprehensive tables following a single format designed to display
all relevant data about an item in an easy-to-read manner. This
information is arranged as follows:
Type gives the item's name.
Tier gives the item's Equipment Tier.
Cost indicates the items cost in Gil (G).
Availability gives the items Availability Rating.
Damage gives a weapons Damage Code, to be used in calculating
damage inflicted by attacks. See Chapter 7 for more details.
ARM measures the number of points this particular piece of armor
contributes to the character's overall Armor rating.
M. ARM measures the number of points this particular piece of
armor contributes to the character's overall Magic Armor rating.
EVA measures the number of points this particular piece of armor
contributes to the character's Evasion rating, if applicable.
M. EVA measures the number this particular piece of armor
contributes to the character's Magic Evasion rating, if applicable.
Equipment Abilities are special properties unique to given pieces
of equipment. Not every item may have them, but those that do offer
their user a significant additional edge above and beyond the more
obvious benefits of the item. Specific Equipment Abilities for
weapons are described in more detail below.

Equipment Abilities
The following list describes the most common Equipment Abilities
found on weapons and armor, along with their limitations.
Particularly special or unique equipment properties are not listed
here, but will be found in the appropriate equipment table.
FINAL FANTASY THE ROLEPLAYING GAME 138
! Weapon Abilities
Equipment Abilities that enhance or provide additional effects for a
normal Attack Action cannot be used in conjunction with an Ability
unless this is explicitly allowed in the Abilitys description. This
remains the case even those which take an Attack Action as a
basis, as is the case with Mug. 'Passive' Equipment Abilities which
increase Attributes or Combat Statistics still apply.
+[x] [Attribute] / [Combat Statistic]
Effect: The item increases the indicated Attribute or Combat Statistic
by the given amount for as long as it remains equipped thus, a
character with STR 14 using a +2 STR weapon would have an
effective STR of 16.
Limitations: No Attribute can be raised above 30 in this manner.
+[x] DS
Effect: The weapons basic Damage Scale is increased by the
indicated amount for purposes of calculating damage.
Limitations: Only found on ammunition.
Auto-[status]
Effect: The item adds the indicated Status Condition to the character
using it at the beginning of each battle. Status Conditions added in
this manner can be removed through the use of Spells or Abilities
such as Dispel; but will be re-added during the next Status Phase
and only fully cancelled once the battle ends see Chapter 7 for
more details.
Limitations: Auto-Reraise cancels as normal if used to resurrect the
character, and will not be re-added for the remainder of that battle.
Break Damage Limit
Effect: Attacks, Spells and Abilities used by the character ignore the
Damage Cap for as long as the item remains equipped.
Limitations: Gravity-type effects are not affected by Break Damage
Limit.
Critical+
Effect: The Weapons keen edge raises the chance of Critical Hits
occuring by 10. Any d% roll from 1 to 20 is considered to be Critical
Hit when using this Weapon.
Limitations: This effect is not cumulative with Critical++ or Signature
Weapon. In the event of multiple modifiers, the best is used.
Critical++
Effect: This Weapons deadly, razor-sharp edge raises the chance of
Critical Hits occuring by 20. Any d% roll from 1 to 30 is considered
to be Critical Hit when using this Weapon.
Limitations: This effect is not cumulative with Critical+ or Signature
Weapon; in the event of multiple modifiers, the best is used.
[Element] Eater
Effect: Wearing this piece of equipment gives the character
Absorbance to the indicated Element. See Chapter 7 for more
details.
Limitations: Does not stack with [Element] Proof or [Element] Ward.
! Conflicting Statuses
As a result of Accessories, equipped Armor, and Spells such as
Null Element, a character can acquire multiple statuses towards
the same Element. In cases such as these, the best status for each
Element is applied. For instance, a character with Venetian Mail
(Fire Ward) and a Flame Ring (Fire Proof) equipped would count
as having I: Fire; the Venetian Mails R: Fire is ignored in favor of
the superior status.
Artifically inflicted Weaknesses read: those inflicted by Spells and
Abilities trump all natural statuses, but can be overwritten by
other artificially inflicted Elemental statuses. See the section on
Status Conditions in Chapter 7 for more details.
[Element] Enhancer
Effect: The item is sympathetic to a particular kind of elemental
energy, dramatically raising the power of all attacks associated with
that element. Any Ability or Spell which deals Elemental damage
belonging to the type enhanced by the item inflicts +25% damage
for as long as the item remains equipped. In the case of Recovery
Enhancer, Recovery effects have the number of Hit Points restored
increased by +25% instead.
Limitations: Multiple [Element] Enhancers do not increase this effect.
[Element / Status] Proof
Effect: Wearing this piece of equipment confers the character
Immunity to the indicated Element or Status Condition type. See
Chapter 7 for more details.
Limitations: Does not stack with [Element] Eater or [Element] Ward.
[Element] Strike
Effect: The weapon has an affinity to one of the nine Combat
Elements: Fire, Earth, Water, Wind, Lightning, Ice, Holy, Shadow, or
Bio. As a result, a successful Attack with this weapon will inflict
+50% damage if the target has a Weakness against the listed
element.
Limitations: None.
[Element] Ward
Effect: Wearing this piece of equipment confers the character
Resistance to the indicated Element or Status Condition type. See
Chapter 7 for more details.
Limitations: Does not stack with [Element] Eater or [Element] Proof.
[Enemy Type] Killer
Effect: The Weapon is particularly suited for slaying a particular type
of monster. The category of monster affected by this Weapons
powers is self-explanatory, save for Bird Killer (Aerial), Bug Killer
(Insects), Devil Killer (Fiends), Fish Killer (Aquan), Man Killer
(Humans) and Stone Killer (Constructs). All successful Attacks made
with this Weapon against a monster of that Category inflict +100%
damage.
Limitations: None.
FINAL FANTASY THE ROLEPLAYING GAME 139
Follow Through
Effect: On a successful Critical Hit, the weapon may make another
immediate attack action on the original target. Follow Through will
not activate again if this second attack is a Critical Hit.
Limitations: None.
Headhunter
Effect: Upon defeating an opponent, a character equipped with this
item earns +5% of the opponents normal Gil award.
Limitations: This bonus does not stack with any others. In the event
that a character has multiple bonuses to their Gil acquisition rate,
the highest is always used by default.
HP Drain
Effect: In addition to dealing damage, every successful Attack with
this Weapon restores the wielders Hit Points by an amount
equivalent to 50% of the damage inflicted by the Attack after
modifying for Armor.
Limitations: The Status Condition Zombie reverses this ability see
Chapter 7 for more details.
MP Damage
Effect: Rather than doing normal damage, each successful Attack
made with this weapon inflicts 50% damage to the targets HP and
50% to its MP after modifying for Armor. If the target has no MP,
weapons with this ability do full damage to HP instead.
Limitations: None.
MP Drain
Effect: In addition to dealing damage, every successful Attack with
this Weapon restores the wielders Magic Points by an amount
equivalent to 50% of the damage inflicted by the Attack after
modifying for Armor.
Limitations: The Status Condition Zombie reverses this ability see
Chapter 7 for more details.
Piercing
Effect: This Weapon is designed to pierce defences both natural and
man-made. When calculating damage inflicted by any Attack made
using a Weapon with Piercing, the target's Armor rating is halved.
Limitations: None.
Sensor
Effect: The Weapon is enchanted to display an opponents status to
the wielder when attacking. The first time a successful Attack with a
Sensor Weapon is made against a target, the player is notified of the
targets current HP after the damage from the attack is calculated
as well as Elemental Weaknesses, Resistances, Immunities, and
Absorbances. On subsequent Attacks, players should declare
whether they want the information or not; if not, the attack continues
as normal.
Limitations: None.
SOS-[Status]
Effect: The item adds the indicated Status Condition to the character
using it if they are reduced to 25% of their maximum Hit Points
during the course of a battle. Status Conditions added in this
manner cannot be removed through the use of Spells or Abilities
such as Dispel; they will only be cancelled if the characters current
Hit Points are raised beyond 25% of their maximum value or the
battle ends.
Limitations: SOS-Reraise cancels as normal if used to resurrect the
character, and will not be re-added for the remainder of that battle.
[Status] Strike
Effect: The Weapon has a flat 60% CoS of adding the named Status
Condition to the target with each and every successful Attack made
or, in the case of Death Strike, instantly reducing the target to 0
HP each time a successful Attack Action is made, regardless of its
current HP and Armor. Status Durations are (4) for all Statuses
except Poison and Stone, which are ().
Limitations: None.
[Status] Touch
Effect: The Weapon has a flat 30% CoS of adding the named Status
Condition to the target with each and every successful Attack made
or, in the case of Death Touch, instantly reducing the target to 0
HP each time a successful Attack Action is made, regardless of the
targets current HP and Armor. Status Durations are (4) for all
Statuses except Poison and Stone, which are ().
Limitations: None.
Triple Critical
Effect: Due to its power, any Critical Hits caused by this Weapon inflict
+200% damage, rather than the normal +100%.
Limitations: None.
FINAL FANTASY THE ROLEPLAYING GAME 140
WEAPON SLOT
Even a penniless adventurer knows better to venture out into the world without at least some sort of weapon, whether it be a well-forged Sword,
stout Staff or high-powered Rifle.
AXES
Weapon Skill: Axes
Heavy, unsubtle and fearsome in the hands of a trained warrior. Axes take up both Weapon and Shield Slots.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Light Axe 1 140 93% (2 x STR) + d12 ---
Poison Axe 1 215 91% (2 x STR) + d12 Poison Touch
Battleaxe 2 900 87% (4 x STR) + d12 ---
Inferno Axe 2 1260 85% (4 x STR) + d12 Fire Strike
Mythril Axe 3 2050 81% (6 x STR) + 2d12 ---
Razor Axe 3 2450 79% (6 x STR) + 2d12 +1 STR
Bone Axe 4 4000 72% (9 x STR) + 2d12 ---
Slasher 4 4600 70% (9 x STR) + 2d12 Slow Touch
Tabar 5 6200 63% (11 x STR) + 3d12 ---
Hydro Axe 5 6800 61% (11 x STR) + 3d12 Water Strike
Heavy Axe 6 9500 53% (13 x STR) + 3d12 ---
Venom Axe 6 10800 51% (13 x STR) + 3d12 Poison Strike
Great Axe 7 12800 45% (15 x STR) + 4d12 ---
Retributor 7 14200 43% (15 x STR) + 4d12 Critical+
Kheten 8 16800 34% (17 x STR) + 4d12 ---
Arcanabane 8 18100 32% (17 x STR) + 4d12 Arcana Killer
Juggernaut 9 --- Artifact (19 x STR) + 5d12 +3 STR
Eisentnzer 9 --- Artifact (19 x STR) + 5d12 + 1 STR
Auto Agility Up
Executioner 10 --- Legendary (21 x STR) + 5d12 Curse Proof
Follow Through
Rampager 10 --- Legendary (21 x STR) + 5d12 Auto Agility Up
Auto Ruse
FINAL FANTASY THE ROLEPLAYING GAME 141
BOOMERANGS
Weapon Skill: Throwing Weapons
Chakrams, boomerangs and oversized shuriken all make excellent throwing weapons, with good range and a keen edge that always returns to the
thrower's hand regardless of how far they are thrown. Boomerangs are considered Ranged. If an attack action made using a Boomerang misses,
the attacker may roll a second time to see if the boomerang hits the target as it returns to his hand.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Boomerang 1 90 94% (2 x STR) + d6 ---
Flame Boomerang 1 132 92% (2 x STR) + d6 Fire Strike
Platoon Edge 2 540 88% (3 x STR) + d6 ---
Twin Viper 2 756 86% (3 x STR) + d6 Poison Touch
Chakram 3 1200 82% (5 x STR) + 2d6 ---
Wind Slash 3 1500 80% (5 x STR) + 2d6 Wind Strike
Full Moon 4 2400 73% (6 x STR) + 2d6 ---
Rising Sun 4 3000 69% (6 x STR) + 2d6 Undead Killer
Pinwheel 5 3720 64% (7 x STR) + 3d6 ---
Riot Edge 5 4560 60% (7 x STR) + 3d6 Confusion Touch
Hawkeye 6 5640 54% (9 x STR) + 3d6 ---
Sniper 6 6480 52% (9 x STR) + 3d6 Immobilize Strike
Crescent 7 7680 46% (10 x STR) + 4d6 ---
Wing Edge 7 9360 40% (10 x STR) + 4d6 Death Touch
Spiral Shuriken 8 10080 35% (11 x STR) + 4d6 ---
Razor Wing 8 11280 32% (11 x STR) + 4d6 Triple Critical
Crystal Cross 9 --- Artifact (13 x STR) + 5d6 Death Strike
Oritsuru 9 --- Artifact (13 x STR) + 5d6 Critical++
Shooting Star 10 --- Legendary (14 x STR) + 5d6 Disable Proof
Follow Through
Comet Tail 10 --- Legendary (14 x STR) + 5d6 Blind Strike
Silence Strike
Stop Strike
BOWS
Weapon Skill: Bows
Short bows and longbows both require their share of strength and patience to master, but once a character has learned the ins and outs of
marksmanship, their ability to deal damage from a distance can prove invaluable in many situations. Bows take up both Weapon and Shield Slots,
and are considered Ranged.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Longbow 1 132 93% (2 x STR) + d10 ---
Silver Bow 2 825 87% (4 x STR) + d10 ---
Thorn Bow 3 1870 81% (6 x STR) + 2d10 ---
Nail Bow 4 3630 72% (9 x STR) + 2d10 ---
Power Bow 5 5720 62% (10 x STR) + 3d10 ---
Fey Bow 6 8690 53% (11 x STR) + 3d10 ---
Crescent Bow 7 11770 44% (13 x STR) + 4d10 ---
Killer Bow 8 15400 34% (15 x STR) + 4d10 ---
Yoichi Bow 9 --- Artifact (17 x STR) + 5d10 Critical++
Artemis Bow 10 --- Legendary (19 x STR) + 5d10 Critical+
See notes below
Special Rules
Artemis Bow: The Artemis Bow may use two different types of Special Arrows simultaneously when the user makes an Attack Action.
FINAL FANTASY THE ROLEPLAYING GAME 142
CLAWS
Weapon Skill: Brawl
The logical evolution of the age-old spiked knuckle, Claws are favored by Monks and Ninja for the express purpose of close-range combat.
Consisting of long reinforced blades extruding from the wielder's knuckles, most Claws are either built into a glove or knuckle-duster designed to
comfortably slip over the character's hand. Claws are sold as pairs, and take up both Weapon and Shield Slots; if a character equipped with Claws
has the Two Weapons Skill, they may make two Attack Actions with them as if they had two Weapons equipped.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Iron Claws 1 110 94% (2 x STR) + d8 ---
Daydreamer 1 146 92% (2 x STR) + d8 Sleep Touch
Cats Claws 2 660 88% (3 x STR) + d8 ---
Storm Claws 2 924 86% (3 x STR) + d8 Lightning Strike
Mythril Claws 3 1485 82% (5 x STR) + 2d8 ---
Tongue Holder 3 1815 80% (5 x STR) + 2d8 Silence Touch
Hell Claws 4 2970 71% (6 x STR) + 2d8 ---
Ice Claws 4 3300 69% (6 x STR) + 2d8 Ice Strike
Prism Claws 5 4620 64% (8 x STR) + 3d8 ---
Scissor Fangs 5 5060 62% (8 x STR) + 3d8 Poison Touch
Mirage Claws 6 6930 55% (10 x STR) + 3d8 ---
Bloody Claws 6 8470 50% (10 x STR) + 3d8 HP Drain
Tiger Fangs 7 9460 46% (11 x STR) + 4d8 ---
Banisher 7 10450 44% (11 x STR) + 4d8 Demon Killer
Kaiser Claws 8 12320 35% (13 x STR) + 4d8 ---
Avenger 8 14190 31% (13 x STR) + 4d8 Death Touch
Ironside 9 --- Artifact (14 x STR) + 5d8 Piercing
+2 STR
Colossus 9 --- Artifact (14 x STR) + 5d8 Stone Strike
Overload 10 --- Legendary (16 x STR) + 5d8 Critical++
Triple Critical
Tempest Claws 10 --- Legendary (16 x STR) + 5d8 Blind Strike
Confuse Strike
Venom Strike
CROSSBOWS
Weapon Skill: Guns
Crossbows trade the muscle power of their low-tech compatriots for mechanical force, launching a single bolt at armor-busting speed. While
compact, the time-consuming reload procedure makes this a weapon best suited for experts. Crossbows are considered Ranged.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Bow Gun 1 120 93% (2 x AGI) + d8 ---
Power Crossbow 2 720 87% (3 x AGI) + d8 ---
Night Killer 3 1620 81% (5 x AGI) + 2d8 ---
Hunting Bow 4 3420 72% (6 x AGI) + 2d8 ---
Cranequin 5 5040 63% (8 x AGI) + 3d8 ---
Gale Bow 6 7560 53% (10 x AGI) + 3d8 ---
Zamburak 7 10320 45% (11 x AGI) + 4d8 ---
Marduk Bow 8 13440 34% (13 x AGI) + 4d8 ---
Arbalest 9 --- Artifact (14 x AGI) + 5d8 Critical++
Gastraphetes 10 --- Legendary (16 x AGI) + 5d8 +30 ACC
+2 Agility
Critical+
FINAL FANTASY THE ROLEPLAYING GAME 143
FLAILS
Weapon Skill: Flails
Despite differences in construction, all Flails allow their wielder to attack from a comfortable distance. The most basic form of these is the whip,
which can fall under one of two categories. Leather whips are constructed by wrapping thin strands of leather into a long tapering lash, whereas
chain whips simply consist of interconnected iron links. Either version typically measures between 60cm and 3m, giving them a considerable reach in
combat; advanced whips add weight to the end of the lash to inflict heavy bludgeoning damage. Other variations include Nunchuka, Maces and
Ribbons. All Flails inflict Immobilize (2) when a Critical Hit is scored, in addition to whatever Equipment Abilities are listed below.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Leather Whip 1 120 93% (2 x STR) + d8 ---
Scorpion Tail 1 173 91% (2 x STR) + d8 Poison Touch
Chain Whip 2 720 87% (3 x STR) + d8 ---
Blitz Whip 2 1008 85% (3 x STR) + d8 Lightning Strike
Mythril Whip 3 1620 81% (5 x STR) + 2d8 ---
Dancing Whip 3 1980 79% (5 x STR) + 2d8 +1 SPD
Morning Star 4 3240 72% (6 x STR) + 2d8 ---
Flame Lash 4 3600 70% (6 x STR) + 2d8 Fire Strike
Manticore Tail 5 5040 63% (8 x STR) + 3d8 ---
Taming Lash 5 6000 59% (8 x STR) + 3d8 Beast Killer
Slaying Tail 6 7560 53% (10 x STR) + 3d8 ---
Lamia Tail 6 8160 52% (10 x STR) + 3d8 MP Damage
Red Scorpion 7 10320 45% (11 x STR) + 4d8 ---
Shock Whip 7 11400 43% (11 x STR) + 4d8 Disable Touch
Crescent Wish 8 13440 34% (13 x STR) + 4d8 ---
Mandragora 8 14520 32% (13 x STR) + 4d8 Slow Strike
Ryozan Silk 9 --- Artifact (14 x STR) + 5d8 Immobilize Strike
Serpent Whip 9 --- Artifact (14 x STR) + 5d8 +1 STR
+1 AGI
Lizard Killer
Strange Vision 10 --- Legendary (16 x STR) + 5d8 +2 Strength
+2 Agility
See notes below
Dragon Beard 10 --- Legendary (16 x STR) + 5d8 Critical++
See notes below
Special Rules
Strange Vision: The Strange Vision reveals information about the target equal to the Scan spell with each sucessful Attack Action. Treat
this ability as Sensor for effects such as Bad Scan and Job Abilities.
Dragon Beard: The Dragon Beard inflicts Agility Break (2) and Slow (2) on a Critical Hit, in addition to the standard Immobilize (2).
FINAL FANTASY THE ROLEPLAYING GAME 144
GLOVES
Weapon Skill: Brawl
Another characteristic Monk weapon. Whether a simple padded glove or a variation on the time-honored brass knuckle, Gloves allow a character to
put more weight into their punches whilst minimising damage to their own fists in the process. Gloves are sold as pairs, and take up both Weapon
and Shield Slots; if a character equipped with Gloves has the Two Weapons Skill, they may make two Attack Actions with them as if they had two
Weapons equipped.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Leather Glove 1 82 95% (2 x STR) + d6 ---
Sonar 1 121 93% (2 x STR) + d6 Sensor
Metal Knuckle 2 495 89% (3 x STR) + d6 ---
Dusk Knuckle 2 693 87% (3 x STR) + d6 Earth Strike
Mythril Glove 3 1100 83% (5 x STR) + 2d6 ---
Speed Glove 3 1375 81% (5 x STR) + 2d6 +1 SPD
Motor Drive 4 2200 74% (6 x STR) + 2d6 ---
Hot Knuckles 4 2530 72% (6 x STR) + 2d6 Fire Strike
Powersoul 5 3410 65% (7 x STR) + 3d6 ---
Magic Glove 5 3740 63% (7 x STR) + 3d6 +1 MAG
Survivor 6 5170 55% (9 x STR) + 3d6 ---
Lights Out 6 5940 53% (9 x STR) + 3d6 Sleep Strike
Maverick 7 7040 47% (10 x STR) + 4d6 ---
Break Knuckle 7 8580 45% (10 x STR) + 4d6 Stone Touch
Kaiser Knuckle 8 9240 36% (11 x STR) + 4d6 ---
Clockhand 8 10010 33% (11 x STR) + 4d6 Slow Strike
War Monger 9 --- Artifact (13 x STR) + 5d6 +2 STR
+2 AGI
Devastator 9 --- Artifact (13 x STR) + 5d6 Disable Strike
Godhand 10 --- Legendary (14 x STR) + 5d6 Critical++
Triple Critical
Infinity 10 --- Legendary (14 x STR) + 5d6 +3 SPD
Auto-Haste
FINAL FANTASY THE ROLEPLAYING GAME 145
GREATSWORDS
Weapon Skill: Swords
Alternatively known as Knight Swords. Larger and heavier than ordinary swords, Greatswords are inelegant but powerful weapons whose weight
requires considerable effort on the wielder's part to use with any degree of success. As the name implies, Greatswords take up both Weapon and
Shield Slots.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Iron Sword 1 140 93% (2 x STR) + d12 ---
Poison Steel 1 215 91% (2 x STR) + d12 Poison Touch
Buster Sword 2 900 87% (4 x STR) + d12 ---
Coral Sword 2 1260 85% (4 x STR) + d12 Lightning Strike
Mythril Blade 3 2050 81% (6 x STR) + 2d12 ---
Force Stealer 3 2450 79% (6 x STR) + 2d12 MP Damage
Hard Edge 4 4000 72% (9 x STR) + 2d12 ---
Liquid Steel 4 4600 70% (9 x STR) + 2d12 Water Strike
Butterfly Edge 5 6200 63% (11 x STR) + 3d12 ---
Rhomphaia 5 6800 61% (11 x STR) + 3d12 +1 STR
Ogre Nix 6 9500 53% (13 x STR) + 3d12 ---
Punishment 6 10100 52% (13 x STR) + 3d12 Shadow Strike
Defender 7 12800 45% (15 x STR) + 4d12 ---
Nightbringer 7 14200 43% (15 x STR) + 4d12 Blind Strike
Crystal Sword 8 16800 34% (17 x STR) + 4d12 ---
Vendetta 8 18700 31% (17 x STR) + 4d12 Disable Strike
Save the Queen 9 --- Artifact (19 x STR) + 5d12 Auto-Protect
Lionheart 9 --- Artifact (19 x STR) + 5d12 Critical++
Apocalypse 10 --- Legendary (21 x STR) + 5d12 Auto Power Up
See notes below
Excalibur 10 --- Legendary (21 x STR) + 5d12 Auto Armor Up
Auto Mental Up
Auto Regen
Special Rules
Apocalypse: The Apolcalypse ignores the target's ARM when calculating damage.
FINAL FANTASY THE ROLEPLAYING GAME 146
INSTRUMENTS
Weapon Skill: Instrument
Trademark weapon of the Bard. All Instruments have at least a little magic in them; most inflict damage by tuning into a certain frequency to project
a powerful blast of sonic energy. The [x] in the listings should be replaced by the character's instrument of preference -- the most common types
used are Lutes, Harps, Flutes and Bells, but there are many other possibilities. For instance, a 'Lamia's [x]' could become a Lamia's Harmonium or
a Lamia's Megaphone. Instruments take up both Weapon and Shield Slots, and are considered Ranged.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Old [x] 1 120 93% (2 x MAG) + d8 ---
Golems [x] 1 173 91% (2 x MAG) + d8 Earth Strike
Silver [x] 2 660 88% (3 x MAG) + d8 ---
Dream [x] 2 1008 85% (3 x MAG) + d8 Sleep Touch
Mythril [x] 3 1620 81% (5 x MAG) + 2d8 ---
Rune [x] 3 1980 79% (5 x MAG) + 2d8 +1 MAG
Battle [x] 4 3240 72% (6 x MAG) + 2d8 ---
Lamias [x] 4 3600 68% (6 x MAG) + 2d8 Confusion Touch
Fairy [x] 5 5040 63% (8 x MAG) + 3d8 ---
Bloody [x] 5 6480 57% (8 x MAG) + 3d8 HP Drain
Diamond [x] 6 7540 53% (10 x MAG) + 3d8 ---
Death [x] 6 9720 47% (10 x MAG) + 3d8 Death Touch
Platinum [x] 7 10320 45% (11 x MAG) + 4d8 ---
Satyr [x] 7 12480 39% (11 x MAG) + 4d8 Charm Proof
Crystal [x] 8 13440 34% (13 x MAG) + 4d8 ---
Glass [x] 8 14520 32% (13 x MAG) + 4d8 Silence Proof
Heal [x] 9 --- Artifact (14 x MAG) + 5d8 Death Proof
Dark [x] 9 --- Artifact (14 x MAG) + 5d8 Shadow Strike
Silence Proof
Apollos [x] 10 --- Legendary (16 x MAG) + 5d8 Holy Strike
Undead Killer
Lokis [x] 10 --- Legendary (16 x MAG) + 5d8 Auto-Armor Up
+2 MAG
FINAL FANTASY THE ROLEPLAYING GAME 147
KATANA
Weapon Skill: Swords
Katana are the mainstay of the Samurai Job. Their blades are formed by repeatedly folding a single sheet of metal, creating a lightweight yet durable
weapon.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Ashura 1 132 93% (2 x STR) + d10 ---
Oborotsuki 1 198 91% (2 x STR) + d10 Blind Touch
Kotetsu 2 825 87% (4 x STR) + d10 ---
Moutsurugi 2 1155 85% (4 x STR) + d10 +1 MAG
Namakura 3 1870 81% (6 x STR) + 2d10 ---
Mukademeru 3 2255 79% (6 x STR) + 2d10 Poison Touch
Kagemitsu 4 3630 72% (8 x STR) + 2d10 ---
Raikoumaru 4 4180 70% (8 x STR) + 2d10 Lightning Strike
Bizen's Pride 5 5720 63% (10 x STR) + 3d10 ---
Onikiri 5 6930 59% (10 x STR) + 3d10 Devil Killer
Murasame 6 8690 53% (11 x STR) + 3d10 ---
Ikuzatachi 6 9900 51% (11 x STR) + 3d10 +2 STR
Kiyomori 7 11770 45% (13 x STR) + 4d10 ---
Jyurokusakura 7 14300 39% (13 x STR) + 4d10 Death Touch
Heaven's Cloud 8 15400 34% (15 x STR) + 4d10 ---
Kageshibari 8 16610 32% (15 x STR) + 4d10 Slow Strike
Shiranui 9 --- Artifact (17 x STR) + 5d10 Piercing
+2 SPD
Chaos Blade 9 --- Artifact (17 x STR) + 5d10 Confusion Strike
Masamune 10 --- Legendary (19 x STR) + 5d10 Auto-Haste
Genji Blade 10 --- Legendary (19 x STR) + 5d10 +2 STR
+2 MAG
FINAL FANTASY THE ROLEPLAYING GAME 148
KNIVES
Weapon Skill: Knives
Knives measure between 20 to 38 centimeters and can be easily secreted up a sleeve or underneath a cloak to give the wielder an unexpected
edge in combat. When calculating damage for Knives, the highest of either the character's STR or AGI will be used.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Dirk 1 90 94% (2 x *) + d6 ---
Blind Knife 1 132 92% (2 x *) + d6 Blind Touch
Baselard 2 540 88% (3 x *) + d6 ---
Poison Dagger 2 756 86% (3 x *) + d6 Poison Touch
Mythril Knife 3 1200 82% (5 x *) + 2d6 ---
Mage Masher 3 1500 80% (5 x *) + 2d6 Silence Touch
Main Gauche 4 2400 73% (6 x *) + 2d6 ---
Air Lancet 4 2760 71% (6 x *) + 2d6 Wind Strike
Rondell Dagger 5 3720 64% (7 x *) + 3d6 ---
Man Eater 5 4560 60% (7 x *) + 3d6 Human Killer
Zorlin Shape 6 5640 54% (9 x *) + 3d6 ---
Aspir Knife 6 6480 52% (9 x *) + 3d6 MP Drain
Platina Dagger 7 7680 46% (10 x *) + 4d6 ---
Tonberrian 7 8520 44% (10 x *) + 4d6 +2 SPD
Cinquedea 8 10080 35% (11 x *) + 4d6 ---
Gladius 8 10920 33% (11 x *) + 4d6 Critical+
Swordbreaker 9 --- Artifact (13 x *) + 5d6 Disable Strike
Assassin 9 --- Artifact (13 x *) + 5d6 Death Strike
Valiant Knife 10 --- Legendary (14 x *) + 5d6 See notes below.
Orichalcon 10 --- Legendary (14 x *) + 5d6 Critical++
Sleep Strike
Special Rules
Valiant Knife: The Valiant Knife reacts to its wielder's health; the closer to death they are, the more dangerous the knife becomes. The
Valiant Knife gains a bonus to damage equal to (Wielder's Max HP - Wielder's Current HP)/3 on all Attack Actions.
FINAL FANTASY THE ROLEPLAYING GAME 149
LIGHT SWORDS
Weapon Skill: Swords
Slender, elegant weapons favored by the more style-conscious swordsman. Lacking the cutting edge of their larger compatriots, these blades rely
on their wielders dexterity and accuracy to hit their mark.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Epee 1 110 94% (2 x AGI) + d8 ---
Stinger 1 159 92% (2 x AGI) + d8 Poison Touch
Silver Rapier 2 660 88% (3 x AGI) + d8 ---
Scarlette 2 924 86% (3 x AGI) + d8 Fire Strike
Mythril Rapier 3 1485 82% (5 x AGI) + 2d8 ---
Djinn Flyssa 3 1815 80% (5 x AGI) + 2d8 +1 SPD
Fleuret 4 2970 71% (6 x AGI) + 2d8 ---
Bloody Rapier 4 4180 67% (6 x AGI) + 2d8 HP Drain
Estoc 5 4620 64% (8 x AGI) + 3d8 ---
Mailbreaker 5 5500 60% (8 x AGI) + 3d8 Piercing
Flamberge 6 6930 54% (10 x AGI) + 3d8 ---
Colichemarde 6 7920 52% (10 x AGI) + 3d8 +2 SPD
Joyeuse 7 9460 46% (11 x AGI) + 4d8 ---
Holy Degen 7 10450 44% (11 x AGI) + 4d8 +1 AGI
Holy Strike
Guespire 8 12320 35% (13 x AGI) + 4d8 ---
Tyrving 8 13310 33% (13 x AGI) + 4d8 Dragon Killer
Epeprism 9 --- Artifact (14 x AGI) + 5d8 Auto-Reflect
Femme Fatale 9 --- Artifact (14 x AGI) + 5d8 Death Strike
Last Letter 10 --- Legendary (16 x AGI) + 5d8 +2 SPD
+2 AGI
Diabolique 10 --- Legendary (16 x AGI) + 5d8 Shadow Strike
Curse Strike
HP Drain
FINAL FANTASY THE ROLEPLAYING GAME 150
NINJA BLADES
Weapon Skill: Knives
Longer and lighter than ordinary knives, Ninja Blades share the unusual construction of Katana and are a firm favorite with the profession they
derive their name from. Forged as long as 60cm, they match favorably in combat to the average sword.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Tanto 1 100 95% (2 x STR) + d8 ---
Yaraimeru 1 145 93% (2 x STR) + d8 Sleep Touch
Kunai 2 600 89% (3 x STR) + d8 ---
Etenmaru 2 840 87% (3 x STR) + d8 Fire Strike
Short Edge 3 1350 83% (5 x STR) + 2d8 ---
Basara 3 1650 81% (5 x STR) + 2d8 +1 MAG
Hibari 4 2700 74% (6 x STR) + 2d8 ---
Reppu 4 3000 72% (6 x STR) + 2d8 Wind Strike
Kodachi 5 4200 65% (8 x STR) + 3d8 ---
Muketsu 5 5400 59% (8 x STR) + 3d8 HP Drain
Koga Knife 6 6300 55% (10 x STR) + 3d8 ---
Dark Edge 6 7200 53% (10 x STR) + 3d8 Blind Strike
Iga Knife 7 8600 47% (11 x STR) + 4d8 ---
Kororito 7 9500 45% (11 x STR) + 4d8 Poison Strike
Petalchaser 8 11200 36% (13 x STR) + 4d8 ---
Mokuto 8 12100 34% (13 x STR) + 4d8 Silence Strike
Striker 9 --- Artifact (14 x STR) + 5d8 Death Strike
Charfire 9 --- Artifact (14 x STR) + 5d8 Immobilize Strike
Sasuke 10 --- Legendary (16 x STR) + 5d8 +20 Expertise
+20 Mind
Curse Strike
Silkmoon 10 --- Legendary (16 x STR) + 5d8 +2 SPD
+20 Evasion
+20 Magic Evasion
FINAL FANTASY THE ROLEPLAYING GAME 151
POLEARMS
Weapon Skill: Polearms
Polearms are built to inflict damage at a respectable distance in melee combat. To this end, Polearms consist of a length of wood or metal 1.5 to
2m length, topped by a heavy blade. Polearms take up both Weapon and Shield Slots.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Iron Spear 1 140 93% (2 x STR) + d12 ---
Hunters Spear 1 215 91% (2 x STR) + d12 Sensor
Slash Lance 2 900 87% (4 x STR) + d12 ---
Shamans Lance 2 1260 85% (4 x STR) + d12 +1 MAG
Mythril Pike 3 2050 81% (6 x STR) + 2d12 ---
Web Lance 3 2450 79% (6 x STR) + 2d12 Slow Touch
Gold Lance 4 4000 72% (9 x STR) + 2d12 ---
Ice Lance 4 4600 70% (9 x STR) + 2d12 Ice Strike
Stout Spear 5 6200 63% (11 x STR) + 3d12 ---
Harpoon 5 7600 61% (11 x STR) + 3d12 Piercing
Viper Halberd 6 9500 53% (13 x STR) + 3d12 ---
Berserker 6 11500 49% (13 x STR) + 3d12 Berserk Strike
Javelin 7 12800 45% (15 x STR) + 4d12 ---
Colossal Lance 7 14200 43% (15 x STR) + 4d12 +2 STR
Partisan 8 16800 34% (17 x STR) + 4d12 ---
Thanatos Lance 8 18700 31% (17 x STR) + 4d12 HP Drain
Kains Lance 9 --- Artifact (19 x STR) + 5d12 Critical++
Gungnir 9 --- Artifact (19 x STR) + 5d12 Death Strike
Aura Lance 10 --- Legendary (21 x STR) + 5d12 Auto-Aura
Highwind 10 --- Legendary (21 x STR) + 5d12 +2 MAG
Auto-Agility Up
RIFLES
Weapon Skill: Guns
Bulky but powerful, Rifles represent the ultimate in long-range offensive capacity, able to deliver a single bullet across great distances with pinpoint
accuracy via a long, rifled barrel. Rifles take up both Weapon and Shield Slots, and are considered Ranged.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Valiant 1 168 91% (2 x AGI) + d12 ---
Silver Rifle 2 1080 85% (4 x AGI) + d12 ---
Ulysses 3 2460 79% (6 x AGI) + 2d12 ---
Hellfire 4 4800 70% (9 x AGI) + 2d12 ---
Bismarck 5 7440 61% (11 x AGI) + 3d12 ---
Coffinmaker 6 11400 51% (13 x AGI) + 3d12 ---
Bindsnipe 7 15360 43% (15 x AGI) + 4d12 ---
Hydra 8 20160 32% (17 x AGI) + 4d12 ---
Exeter 9 --- Artifact (19 x AGI) + 5d12 Critical++
Death Penalty 10 --- Legendary (21 x AGI) + 5d12 Critical+
Piercing
FINAL FANTASY THE ROLEPLAYING GAME 152
RODS
Weapon Skill: Cudgels
Weapon of choice for Black Mages. Rods are shorter than Staves, and can be wielded in one hand much like a cudgel or maul; the tip acts as a solid,
crushing weight. Like Staves, most Rods contain innate magical properties that can be focused and unleashed by a properly trained magic user.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Cypress Rod 1 75 96% (2 x STR) + d6 ---
Rod of Darkness 1 110 94% (2 x STR) + d6 Blind Touch
Glow Wand 2 450 90% (3 x STR) + d6 ---
Rune Rod 2 630 88% (3 x STR) + d6 +1 MAG
Mythril Rod 3 1000 84% (5 x STR) + 2d6 ---
Rod of Silence 3 1250 82% (5 x STR) + 2d6 Silence Touch
Strike Rod 4 2000 75% (6 x STR) + 2d6 ---
Firewheel Rod 4 2800 69% (6 x STR) + 2d6 Fire Enhancer
Sky Rod 5 3100 66% (7 x STR) + 3d6 ---
Entangling Rod 5 3400 64% (7 x STR) + 3d6 Immobilize Touch
Musk Rod 6 4700 56% (9 x STR) + 3d6 ---
Frost Rod 6 5800 52% (9 x STR) + 3d6 Ice Enhancer
Aurora Rod 7 6400 48% (10 x STR) + 4d6 ---
Death Wand 7 7800 42% (10 x STR) + 4d6 Death Touch
Power Cane 8 8400 37% (11 x STR) + 4d6 ---
Gravity Rod 8 9100 35% (11 x STR) + 4d6 Slow Strike
Rod of Roses 9 --- Artifact (13 x STR) + 5d6 Disable Strike
Faith Rod 9 --- Artifact (13 x STR) + 5d6 See notes below.
Mace of Zeus 10 --- Legendary (14 x STR) + 5d6 Lightning Enhancer
+3 MAG
Arc Arcana 10 --- Legendary (14 x STR) + 5d6 Fire Enhancer
Ice Enhancer
Special Rules
Faith Rod: The Faith Rods power lies in its ability to debilitate opponents, exposing them to the power of a particular Element. The Rod
has a flat CoS of 60% of inflicting Element Weak every time a successful strike is made (6). To determine which Element the target is now
weak towards, roll a d10 and consult the table below:
Roll Effect
1 Weakness: Bio
2 Weakness: Earth
3 Weakness: Fire
4 Weakness: Holy
5 Weakness: Ice
6 Weakness: Lightning
7 Weakness: Shadow
8 Weakness: Wind
9 Weakness: Water
10 Roll Again
Should the result be a Weakness the target already possesses either naturally or through previous application of the Faith Rod the
attack has no additional effect.
FINAL FANTASY THE ROLEPLAYING GAME 153
STAVES
Weapon Skill: Cudgels
Made of bound wood or metal, a Staff can inflict a respectable amount of damage if wielded by a skilled user, though most contain a small quantity
of magic which can be tapped on when wielded by a mage. When calculating damage for Staves, the highest of either the character's STR or MAG
will be used. Staves take up both Weapon and Shield Slots.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Oak Staff 1 120 93% (2 x *) + d8 ---
Silence Staff 1 173 91% (2 x *) + d8 Silence Touch
Battle Staff 2 720 87% (3 x *) + d8 ---
Mage Staff 2 1008 85% (3 x *) + d8 +1 MAG
Mythril Staff 3 1620 81% (5 x *) + 2d8 ---
Spiritual Staff 3 2340 77% (5 x *) + 2d8 Berserk Touch
Gold Staff 4 3240 72% (6 x *) + 2d8 ---
Wind Staff 4 4560 66% (6 x *) + 2d8 Wind Enhancer
Power Staff 5 5040 63% (8 x *) + 3d8 ---
Calcite Staff 5 7080 55% (8 x *) + 3d8 Stone Touch
Striking Staff 6 7560 53% (10 x *) + 3d8 ---
Impasse 6 8640 51% (10 x *) + 3d8 Disable Touch
White Staff 7 10320 45% (11 x *) + 4d8 ---
Dream Watcher 7 11400 43% (11 x *) + 4d8 Sleep Strike
Prism Staff 8 13440 34% (13 x *) + 4d8 ---
Judgment 8 15000 30% (13 x *) + 4d8 Holy Enhancer
Princess Guard 9 --- Artifact (14 x *) + 5d8 Auto-Shell
Punisher 9 --- Artifact (14 x *) + 5d8 Death Strike
Nirvana 10 --- Legendary (16 x *) + 5d8 Holy Enhancer
+3 MAG
Heavenly Axis 10 --- Legendary (16 x *) + 5d8 Recovery Enhancer
FINAL FANTASY THE ROLEPLAYING GAME 154
SWALLOWS
Weapon Skill: Polearms
Sometimes referred to as 'Thief Swords', Swallows are a variation of polearm looking not unlike two swords joined at the pommel. Due to their
unusual dual blades, any Attack Action made with a Swallow may roll to hit twice, applying the better result of the two. Swallows take up both Weapon
and Shield Slots.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Iron Swallow 1 120 93% (2 x STR) + d8 ---
Spiders Kiss 1 173 91% (2 x STR) + d8 Poison Touch
Butterfly Sword 2 720 87% (3 x STR) + d8 ---
Stillblade 2 1008 85% (3 x STR) + d8 Slow Touch
The Ogre 3 1620 81% (5 x STR) + 2d8 ---
Duel Blade 3 2340 77% (5 x STR) + 2d8 Berserk Touch
Exploda 4 3240 72% (6 x STR) + 2d8 ---
Thunder Blade 4 3600 70% (6 x STR) + 2d8 Lightning Strike
Rune Tooth 5 5040 63% (8 x STR) + 3d8 ---
Soundless Scream 5 5520 61% (8 x STR) + 3d8 Silence Touch
Halcyon Blade 6 7560 53% (10 x STR) + 3d8 ---
Hunters Blade 6 8640 51% (10 x STR) + 3d8 Beast Killer
Master Ogre 7 10320 45% (11 x STR) + 4d8 ---
Sonic Blade 7 11400 43% (11 x STR) + 4d8 +2 SPD
Angel Bless 8 13440 34% (13 x STR) + 4d8 ---
Gorgon Gaze 8 15480 30% (13 x STR) + 4d8 Stone Touch
Sartaganas 9 --- Artifact (14 x STR) + 5d8 Critical++
Assassin Blade 9 --- Artifact (14 x STR) + 5d8 Death Strike
The Tower 10 --- Legendary (16 x STR) + 5d8 +2 STR
+2 AGI
Auto-Protect
The Nameless 10 --- Legendary (16 x STR) + 5d8 Critical++
Piercing
FINAL FANTASY THE ROLEPLAYING GAME 155
SWORDS
Weapon Skill: Swords
The weapon of choice for adventurers everywhere. The keen edge and versatility of these weapons accounts for much of their popularity.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Short Sword 1 120 94% (2 x STR) + d10 ---
Twilight Steel 1 180 92% (2 x STR) + d10 Blind Touch
Long Sword 2 750 88% (4 x STR) + d10 ---
Flame Sabre 2 1050 86% (4 x STR) + d10 Fire Strike
Mythril Sword 3 1700 82% (6 x STR) + 2d10 ---
Ancient Sword 3 2050 80% (6 x STR) + 2d10 Immobilize Touch
Regal Cutlass 4 3300 73% (8 x STR) + 2d10 ---
Ice Brand 4 3800 71% (8 x STR) + 2d10 Ice Strike
Vigilante 5 5200 63% (10 x STR) + 3d10 ---
Blood Sword 5 6300 58% (10 x STR) + 3d10 HP Drain
Falchion 6 7900 54% (11 x STR) + 3d10 ---
Soul Sabre 6 9000 52% (11 x STR) + 3d10 MP Drain
Diamond Sword 7 10700 45% (13 x STR) + 4d10 ---
Scimitar 7 13000 43% (13 x STR) + 4d10 Death Touch
Platinum Sword 8 14000 35% (15 x STR) + 4d10 ---
Enhancer 8 15600 32% (15 x STR) + 4d10 +3 MAG
Ragnarok 9 --- Artifact (17 x STR) + 5d10 Auto-Shell
Heartbreaker 9 --- Artifact (17 x STR) + 5d10 Critical++
Ultima Weapon 10 --- Legendary (19 x STR) + 5d10 Break Damage Limit
See notes below.
Caladbolg 10 --- Legendary (19 x STR) + 5d10 Auto Magic Up
Auto Power Up
Special Rules
Ultima Weapon: This powerful weapon inflicts an additional (Wielders Current HP / 5) in damage with each successful Attack made before
modifying for ARM. Abilities continue to use the weapons basic damage code, even if they use Attacks as a basis.
FINAL FANTASY THE ROLEPLAYING GAME 156
SHIELD SLOT
Composed of reinforced wood, metal or any similarly durable substance, Shields are mostly used by the Warrior Jobs. Unlike other types of Armor,
they only boost a character's EVA and M. EVA rather than their ARM and M. ARM.
TYPE TIER COST AVAILABILITY EVA M. EVA EQUIPMENT ABILITIES
Buckler 1 80 94% +4 +1 ---
Escutcheon 1 120 92% +4 +1 +1 AGI
Bronze Shield 2 500 88% +9 +3 ---
Alert Targe 2 700 86% +9 +3 Sleep Proof
Heavy Shield 3 1150 82% +14 +5 ---
Opal Shield 3 1400 80% +14 +5 Earth Ward
Silver Shield 4 2200 73% +19 +7 ---
Rainbow Shield 4 2800 69% +19 +7 Zombie Proof
Mythril Shield 5 3500 64% +24 +9 ---
Force Shield 5 3800 62% +24 +19 ---
Gold Shield 6 5300 54% +29 +11 ---
Shell Targe 6 6000 52% +29 +11 SOS-Shell
Diamond Shield 7 7100 46% +34 +14 ---
Soul Shield 7 7900 44% +34 +14 Condemn Proof
Platina Shield 8 9300 35% +39 +16 ---
Kaiser Plate 8 10000 33% +39 +16 +2 STR
Crystal Shield 9 --- Artifact +64 +19 ---
Venetian Shield 9 --- Artifact +44 +19 Fire Ward
Ice Ward
Lightning Ward
Genji Shield 10 --- Legendary +69 +42 ---
Aegis Shield 10 --- Legendary +49 +22 Seal Proof
Toxin Proof
FINAL FANTASY THE ROLEPLAYING GAME 157
BODY SLOT
Angry monsters, unscrupulous soldiers, bandits, rogues, traitors, or the occasional weekend brawl with the ultimate evil an adventurer can find
themselves in any number of scrapes, given enough time and surprisingly little effort. In the heat of battle, even the most skilled of fighters will find
themselves taking the odd hit; whether or not they survive the results is entirely down to their armor
MAIL
Mail is the heaviest type of body armor available, consisting of solid, overlapping plates of metal or another equally durable material for optimal
protection against physical attacks.
TYPE TIER COST AVAILABILITY ARM M. ARM EVA M. EVA
EQUIPMENT
ABILITIES
Leather Plate 1 110 93% 5 3 +0 +0 ---
Fire Armor 1 165 91% 5 3 +0 +0 Fire Ward
Cuirass 1 225 89% 5 3 +0 +0 Slow Proof
Bronze Armor 2 680 87% 11 7 +0 +0 ---
Bone Plate 2 950 85% 11 7 +0 +0 Shadow Ward
Ice Plate 2 950 85% 11 7 +0 +0 Ice Ward
Plate Mail 3 1500 81% 16 11 +0 +0 ---
Viking Armor 3 1800 79% 16 11 +0 +0 SOS-Berserk
Thunder Plate 3 1800 79% 16 11 +0 +0 Lightning Ward
Silver Mail 4 3000 72% 21 15 +0 +0 ---
Soldiers Armor 4 3500 70% 21 15 +0 +0 +1 STR
Carapace Mail 4 3500 70% 21 15 +0 +0 Bio Ward
Mythril Armor 5 4700 63% 26 19 +0 +0 ---
Force Armor 5 5200 61% 26 19 +0 +10 ---
Reflect Mail 5 5700 59% 26 19 +0 +0 Auto-Reflect
Gold Armor 6 7100 53% 32 23 +5 +0 ---
Ruby Plate 6 8100 51% 32 23 +5 +0 Fire Proof
Aurora Mail 6 8100 51% 32 23 +5 +0 Wind Proof
Diamond Armor 7 9600 45% 38 27 +5 +0 ---
Shield Armor 7 10700 43% 38 27 +20 +0 ---
Edincoat 7 11200 42% 38 27 +5 +0 Auto-Agility Up
Platina Armor 8 12600 34% 44 31 +5 +5 ---
Carabini Mail 8 13600 32% 44 31 +5 +5 +2 SPD
Crimson Plate 8 14500 30% 44 31 +5 +5 Fire Eater
Crystal Armor 9 --- Artifact 51 35 +30 +5 ---
Aegis Armor 9 --- Artifact 51 35 +10 +5 Stone Proof
Petrify Proof
Earth Proof
Maximillian 9 --- Artifact 51 35 +10 +5 +2 STR
+10% HP
Genji Armor 10 --- Legendary 58 39 +30 +20 +2 STR
Dragon Mail 10 --- Legendary 58 39 +15 +5 Fire Eater
Ice Eater
Lightning Eater
Peytral 10 --- Legendary 58 39 +15 +5 +2 SPD
Auto-Power Up
FINAL FANTASY THE ROLEPLAYING GAME 158
ROBES
Robes are the mainstay of the Mage Jobs, light enough to be worn without impeding the Mages spellcasting ability. Robes confer superior magical
resistance but offer only scant protection against physical attacks.
TYPE TIER COST AVAILABILITY ARM M. ARM EVA M. EVA
EQUIPMENT
ABILITIES
Cotton Robe 1 95 93% 3 5 +0 +0 ---
Snow Robe 1 154 91% 3 5 +0 +0 Ice Ward
Mistle Robe 1 200 89% 3 5 +0 +0 Silence Proof
Leather Robe 2 600 87% 7 11 +0 +0 ---
Temple Cloth 2 840 85% 7 11 +0 +0 Holy Ward
Thunder Robe 2 840 85% 7 11 +0 +0 Lightning Ward
Linen Robe 3 1400 81% 11 16 +0 +0 ---
Mist Silk Robe 3 1650 79% 11 16 +5 +0 ---
Red Robe 3 1650 79% 11 16 +0 +0 Fire Ward
Silk Robe 4 2600 72% 15 21 +0 +0 ---
Magician Robe 4 3000 70% 15 21 +0 +0 +1 MAG
Silver Coat 4 3000 70% 15 21 +0 +10 ---
Poet Robe 5 4200 63% 19 26 +0 +0 ---
Karate Robe 5 4600 61% 19 26 +0 +0 +1 AGI
Peace Cape 5 5000 59% 19 26 +0 +0 Berserk Proof
Scholar Robe 6 6300 53% 23 32 +0 +5 ---
Aqua Robe 6 7700 51% 23 32 +0 +5 Water Proof
Priest's Robe 6 7200 49% 23 32 +0 +5 +30 M. ACC
Tao Robe 7 8600 45% 27 38 +0 +5 ---
Chameleon Robe 7 9500 43% 27 38 +15 +5 ---
Angel Robe 7 10400 43% 27 38 +0 +5 Auto-Reraise
Light Robe 8 11200 34% 31 44 +5 +5 ---
White Robe 8 12900 30% 31 44 +5 +5 Holy Eater
Black Robe 8 12900 30% 31 44 +5 +5 Shadow Eater
Lumina Robe 9 --- Artifact 35 51 +5 +30 ---
Farplane Robe 9 --- Artifact 35 51 +5 +10 Auto-Spirit Up
Auto-Mental Up
Gluttons Robe 9 --- Artifact 35 51 +5 +10 Bio Eater
Toxin Proof
Robe of Lords 10 --- Legendary 39 58 +5 +15 Auto-Magic Up
+2 SPD
Element Robe 10 --- Legendary 39 58 +5 +15 Earth Proof
Fire Proof
Lightning Proof
Ice Proof
Water Proof
Wind Proof
Protect Cape 10 --- Legendary 39 58 +5 +30 Auto-Agility Up
Auto-Protect
FINAL FANTASY THE ROLEPLAYING GAME 159
SUITS
A catchall category covering a wide and eclectic range of bodywear, Suits include ninja costumes, overalls and dresses.
TYPE TIER COST AVAILABILITY ARM M. ARM EVA M. EVA
EQUIPMENT
ABILITIES
Leather Outfit 1 100 94% 4 4 +0 +0 ---
Training Suit 1 115 92% 4 4 +0 +0 Sleep Proof
Storm Jerkin 1 115 92% 4 4 +0 +0 Lightning Ward
Bronze Vest 2 640 88% 8 8 +0 +0 ---
Nomads Tunic 2 1150 84% 8 8 +0 +0 Wind Ward
Red Jacket 2 1150 84% 8 8 +0 +0 Fire Ward
Chain Vest 3 1450 82% 13 13 +0 +0 ---
Frost Outfit 3 2100 78% 13 13 +0 +0 Ice Ward
Survival Vest 3 2100 78% 13 13 +0 +0 +10 Expertise
Ringmail 4 2800 73% 18 18 +0 +0 ---
Chocobo Costume 4 3300 71% 18 18 +0 +0 +1 MAG
Power Sash 4 3600 70% 18 18 +0 +0 Power Down Proof
Power Break Proof
Mythril Vest 5 4500 64% 23 23 +0 +0 ---
Mirage Vest 5 4900 62% 23 23 +10 +0 ---
Scorpion Harness 5 5400 60% 23 23 +0 +0 Bio Proof
Brigadine 6 6700 54% 28 28 +0 +0 ---
Judge Coat 6 7700 52% 28 28 +0 +0 +2 MAG
Gaia Gear 6 7700 52% 28 28 +0 +0 Earth Proof
Diamond Vest 7 9000 46% 33 33 +3 +3 ---
Ninja Gear 7 10100 44% 33 33 +3 +3 +2 SPD
Secret Clothes 7 10600 42% 33 33 +3 +3 SOS-Vanish
Platina Vest 8 11900 35% 38 38 +5 +5 ---
Behemoth Suit 8 12900 33% 38 38 +5 +5 +2 STR
Rubber Costume 8 13700 31% 38 38 +5 +5 Lightning Eater
Adaman Vest 9 --- Artifact 43 43 +8 +8 Meltdown Proof
Earth Proof
Devil Vest 9 --- Artifact 43 43 +8 +8 Shadow Enhancer
Shadow Proof
Reaper Cloak 9 --- Artifact 43 43 +8 +8 Death Proof
Braver Vest 10 --- Legendary 48 48 +10 +10 +2 STR
+2 AGI
+2 SPD
Power Down Proof
Power Break Proof
Agility Down Proof
Agility Break proof
Snow Muffler 10 --- Legendary 48 48 +10 +10 Fire Eater
Ice Eater
Frozen Proof
Heat Proof
Wygar 10 --- Legendary 48 48 +10 +10 Fatal Proof
Weak proof
FINAL FANTASY THE ROLEPLAYING GAME 160
HEAD SLOT
Headwear frequently supplements body armor, protecting the wearer from opportunistic blows during the course of combat.
HATS
Hats encompass a broad range of headgear typically made of non-metallic materials, usually leather and cloth. Some examples include caps, hair
ribbons, berets and hoods.
TYPE TIER COST AVAILABILITY ARM M. ARM EVA M. EVA
EQUIPMENT
ABILITIES
Cap 1 80 96% 1 3 +0 +0 ---
Red Hat 1 125 94% 1 3 +0 +0 +10 M.ACC
Straw Hat 1 175 92% 1 3 +0 +0 Slow Proof
Leather Hat 2 530 90% 4 6 +0 +0 ---
Triangle Hat 2 740 88% 4 6 +0 +0 +1 MAG
Travelers Hat 2 950 86% 4 6 +0 +0 Headhunter
Plumed Hat 3 1200 84% 7 9 +0 +0 ---
Magus Hat 3 1400 82% 7 9 +0 +5 ---
Mantra Band 3 1400 82% 7 9 +0 +0 +1 SPD
Bandana 4 2300 75% 10 13 +0 +0 ---
Winged Cap 4 2900 71% 10 13 +0 +0 Auto-Float
Twist Headband 4 2700 73% 10 13 +0 +0 +1 STR
Steepled Hat 5 3600 66% 13 17 +0 +0 ---
Green Beret 5 4000 64% 13 17 +0 +0 +10% HP
Scholar Hat 5 4400 62% 13 17 +0 +0 Magic Down Proof
Magic Break Proof
Headgear 6 5500 56% 16 21 +0 +0 ---
Thief Hat 6 6300 54% 16 21 +0 +0 +2 AGI
Red Hood 6 6300 54% 16 21 +0 +0 +10% MP
Black Hood 7 7500 48% 19 25 +0 +5 ---
Headband of Zeal 7 8300 46% 19 25 +0 +5 SOS-Magic Up
Windshear Hat 7 8300 46% 19 25 +0 +5 Wind Proof
Flash Hat 8 9800 37% 22 29 +0 +5 ---
Cat Hood 8 10900 34% 22 29 +0 +5 +30 ACC
Tiger Mask 8 10600 35% 22 29 +0 +5 +2 SPD
Coronet 9 --- Artifact 25 33 +0 +10 +2 AGI
+1 SPD
Golden Yarmulke 9 --- Artifact 25 33 +0 +10 Auto-Magic Up
Holy Mitre 9 --- Artifact 25 33 +0 +10 +3 MAG
Ritual Hat 10 --- Legendary 28 37 +5 +10 +2 SPD
+2 STR
+2 MAG
Regal Crown 10 --- Legendary 28 37 +5 +10 Gravity Proof
Auto-Reraise
Acacia Hat 10 --- Legendary 28 37 +5 +10 Ice Eater
+20% MP
FINAL FANTASY THE ROLEPLAYING GAME 161
HELMETS
Helmets are heavy, sturdy metallic headgear used primarily by the Warrior Jobs.
TYPE TIER COST AVAILABILITY ARM M. ARM EVA M. EVA
EQUIPMENT
ABILITIES
Leather Helm 1 70 95% 3 1 +0 +0 ---
Soldier Helmet 1 110 93% 3 1 +0 +0 +10 ACC
Parade Helm 1 110 93% 3 1 +0 +0 Immobilize Proof
Bronze Helm 2 450 89% 5 4 +0 +0 ---
Onyx Helmet 2 810 87% 5 4 +5 +0 ---
Spiral Helm 2 630 85% 5 4 +0 +0 Berserk Proof
Barbut 3 1000 83% 9 7 +0 +0 ---
Viking Helm 3 1250 81% 9 7 +0 +0 SOS-Spirit Up
Cross Helmet 3 1250 81% 9 7 +0 +0 +1 STR
Silver Helmet 4 2000 74% 13 10 +0 +0 ---
Mages Helm 4 2300 72% 13 10 +0 +0 +1 MAG
Rubber Helm 4 2300 72% 13 10 +0 +0 Lightning Ward
Mythril Helm 5 3100 65% 17 13 +0 +0 ---
Paladin Helm 5 4100 63% 17 13 +0 +0 Curse Proof
Eternal Helm 5 3400 63% 17 13 +0 +10 ---
Gold Helm 6 4800 55% 21 16 +0 +0 ---
Knight Helm 6 5100 54% 21 16 +0 +0 +10% HP
Arai Helm 6 5400 53% 21 16 +0 +0 +2 SPD
Diamond Helm 7 6500 47% 25 19 +5 +0 ---
Dragoons Helmet 7 7500 43% 25 19 +5 +0 +30 ACC
Sapphire Helmet 7 7200 45% 25 19 +5 +0 Water Proof
Platina Helmet 8 8400 36% 29 22 +5 +0 ---
Dusk Mask 8 9700 32% 29 22 +5 +0 Earth Eater
Heal Helm 8 9700 32% 29 22 +5 +0 Auto-Regen
Crystal Helm 9 --- Artifact 33 25 +30 +0 ---
Kaiser Helm 9 --- Artifact 33 25 +10 +0 +2 STR
+1 AGI
Hanya Helmet 9 --- Artifact 33 25 +10 +0 Weak Proof
Genji Helm 10 --- Legendary 37 28 +25 +20 +2 MAG
Grand Helm 10 --- Legendary 37 28 +10 +5 +3 AGI
+3 STR
Dragon Helmet 10 --- Legendary 37 28 +10 +5 Earth Eater
+10% HP
FINAL FANTASY THE ROLEPLAYING GAME 162
HANDS SLOT
Next to adequate protection for head and body, the ability to shield ones sword-hand from harm is the often most vital for long-term survival on the
battlefield.
ARMWEAR
Armwear is a catchall term for arm guards, bracelets, bangles, and other armor that only covers part of the wearer's hand. As a whole, Armwear
protects the wearer from magical rather than physical attacks. Prices given are for one pair of Armwear.
TYPE TIER COST AVAILABILITY ARM M. ARM EVA M. EVA
EQUIPMENT
ABILITIES
Leather Wrist 1 60 95% 1 2 +0 +0 ---
Serum Wrist 1 90 93% 1 2 +0 +0 Poison Proof
Chocobracelet 1 90 93% 1 2 +5 +0 ---
Bronze Bangle 2 370 89% 3 4 +0 +0 ---
Guardian Bracer 2 520 87% 3 4 +0 +0 +1 AGI
Rune Ring 2 520 87% 3 4 +0 +5 ---
Iron Bangle 3 840 83% 5 6 +0 +0 ---
Locomotion Bangle 3 1050 81% 5 6 +0 +0 Immobilize Proof
Echo Wrist 3 1250 79% 5 6 +0 +0 Silence Proof
Silver Armband 4 1700 74% 8 8 +0 +5 ---
Cerulean Bangle 4 1900 72% 8 8 +0 +5 Water Ward
Holy Armlet 4 1900 72% 8 8 +0 +5 Holy Ward
Mythril Armlet 5 2600 65% 11 10 +0 +5 ---
Shell Bangle 5 3200 61% 11 10 +0 +5 SOS-Shell
Wizard Bracelet 5 3200 61% 11 10 +0 +5 +20 M.ACC
Gold Armlet 6 4000 55% 13 13 +0 +5 ---
Egoists Armlet 6 4800 51% 13 13 +0 +5 Confuse Proof
Thief Glove 6 4800 51% 13 13 +0 +5 SOS-Haste
Diamond Armband 7 5400 47% 16 16 +5 +5 ---
Pearl Armband 7 6000 45% 16 16 +5 +5 Holy Proof
Maidens Wrist 7 6000 45% 16 16 +5 +5 Toad Proof
Platinum Bangle 8 7000 36% 19 19 +5 +10 ---
Gigas Bangle 8 8100 32% 19 19 +5 +10 +2 STR
Serene Armlet 8 7600 34% 19 19 +5 +10 Charm Proof
Crystal Bangle 9 --- Artifact 22 22 +10 +30 ---
Hot Armlet 9 --- Artifact 22 22 +10 +10 Frozen Proof
Ice Proof
Tough Ring 9 --- Artifact 22 22 +10 +10 +20% HP
Blessed Wrist 10 --- Legendary 25 25 +10 +15 Mystify Proof
Holy Eater
Flower Bracer 10 --- Legendary 25 25 +10 +15 Auto-Regen
Earth Eater
Water Eater
Minerva Bangle 10 --- Legendary 25 25 +10 +15 Transform Proof
+20% MP
FINAL FANTASY THE ROLEPLAYING GAME 163
GAUNTLETS
Gauntlets are reinforced to protect the wearer's hands by enclosing them completely. Armor of this kind is usually made of heavy metal or leather
and worn in conjunction with mail. Prices are given per one pair of Gauntlets.
TYPE TIER COST AVAILABILITY ARM M. ARM EVA M. EVA
EQUIPMENT
ABILITIES
Leather Gauntlet 1 65 96% 2 1 +0 +0 ---
Bright Gauntlet 1 100 94% 2 1 +0 +0 Blind Proof
Glit Gloves 1 145 92% 2 1 +0 +0 Headhunter
Bronze Gloves 2 420 90% 5 2 +0 +0 ---
Ninja Gloves 2 580 88% 5 2 +0 +0 +1 AGI
Savage Gauntlet 2 580 88% 5 2 +0 +0 +10% ACC
Iron Gauntlet 3 950 84% 8 4 +0 +0 ---
Viking Gauntlet 3 1150 82% 8 4 +0 +0 SOS-Agility Up
Defense Gloves 3 1300 80% 8 4 +0 +0 Disable Proof
Silver Gauntlet 4 1800 75% 11 6 +5 0 ---
Adepts Gauntlet 4 2100 73% 11 6 +5 0 +1 SPD
Light Gauntlet 4 2100 73% 11 6 +5 +10 ---
Mythril Gauntlet 5 2900 66% 14 8 +5 0 ---
Protect Gloves 5 3500 62% 14 8 +5 0 SOS-Protect
Moon Gauntlet 5 3500 62% 14 8 +5 0 +20 ACC
Gold Gauntlet 6 4300 56% 17 10 +5 0 ---
Carbuncle Mitts 6 5000 54% 17 10 +5 0 Auto-Reflect
Melee Gloves 6 5300 52% 17 10 +5 0 SOS-Power Up
Diamond Gloves 7 5900 48% 20 12 +5 +5 ---
Abyss Gauntlet 7 6600 46% 20 12 +5 +5 Shadow Proof
Cornucopia Gloves 7 6600 46% 20 12 +5 +5 Mini Proof
Platinum Gauntlet 8 7800 37% 23 15 +10 +5 ---
Lucid Gloves 8 8400 35% 23 15 +10 +20 ---
Alert Gloves 8 8900 33% 23 15 +10 +5 Stop Proof
Crystal Gauntlet 9 --- Artifact 26 18 +30 +10 ---
Cold Gloves 9 --- Artifact 26 18 +10 +10 Fire Proof
Heat Proof
Zeus Gauntlet 9 --- Artifact 26 18 +10 +10 Lightning Enhancer
Lightning Proof
Genji Gloves 10 --- Legendary 29 21 +15 +10 +3 STR
+3 MAG
Escort Guard 10 --- Legendary 29 21 +15 +10 Time Proof
+10% HP
Dragon Lord 10 --- Legendary 29 21 +15 +10 Auto-Shell
Bio Eater
Wind Eater
FINAL FANTASY THE ROLEPLAYING GAME 164
ACCESSORY SLOT
Accessories are enchanted relics and objects with a small quantity of magic, ranging from mundane and mass-produced to powerful and rare. For
references sake, all Accessories in the FFRPG are organised into five categories, each of which is introduced in more detail below.
STATUS ACCESSORIES
Status Accessories protect the character from certain types of negative Status Condition such as Blind or Poison and may also reduce the
amount of damage inflicted by elemental attacks.
TYPE TIER COST AVAILABILITY EQUIPMENT ABILITIES
Silver Spectacles 1 450 90% Blind Proof
Star Pendant 1 600 89% Poison Proof
Nishijin Belt 1 500 88% Sleep Proof
Jackboots 2 600 86% Immobilize Proof
Sash 2 600 86% Slow Proof
Aqua Ring 2 1250 82% Water Ward
Desert Boots 2 1000 82% Earth Ward
Fairy Ring 3 1250 81% Blind Proof
Poison Proof
Gold Choker 3 1250 81% Wind Ward
Defense Ring 3 1500 79% Condemned Proof
Sleep Proof
Echo Bangle 4 1600 79% Silence Proof
Black Belt 4 1600 79% Disable Proof
Magic Charm 4 1600 79% Curse Proof
Bowline Sash 4 2000 77% Confuse Proof
Coral Ring 4 2500 75% Lightning Proof
Water Ring 4 2500 75% Water Proof
Bead Brooch 4 3250 71% Blind Proof
Silence Proof
Gravity Ring 5 3600 68% Gravity Proof
Amulet 5 4400 65% Blind Proof
Poison Proof
Zombie Proof
Magic Ring 5 4400 64% Berserk Proof
Silence Proof
Blizzard Ring 5 4000 63% Ice Ward
Freeze Proof
Fire Ring 5 4000 63% Fire Ward
Heat Proof
Phantom Ring 5 5200 61% Weak Proof
Cerulean Ring 6 5400 59% Water Eater
Ochre Ring 6 5400 59% Lightning Eater
Ice Ring 6 8000 55% Ice Proof
Freeze Proof
Flame Ring 6 7600 54% Fire Proof
Heat Proof
Jade Armlet 6 7600 54% Petrify Proof
Slow Proof
Stone Proof
Star Armlet 7 9600 46% Slow Proof
Stop Proof
FINAL FANTASY THE ROLEPLAYING GAME 165
TYPE TIER COST AVAILABILITY EQUIPMENT ABILITIES
Scarab 7 9600 46% Disable Proof
Immobilize Proof
Toad Proof
Jeweled Ring 7 10000 45% Blind Proof
Petrify Proof
Stone Proof
Glass Buckle 7 12000 43% Bio Proof
Toxin Proof
Rubber Boots 7 10000 42% Lightning Proof
Stop Proof
Rosetta Ring 7 12000 39% Fire Eater
Heat Proof
Snow Ring 7 12000 39% Ice Eater
Freeze Proof
Japa Mala 8 13000 38% Toxin Proof
Toad Proof
Zombie Proof
Nu Khai Armlet 8 13000 38% Shadow Ward
Charm Proof
Confusion Proof
Poison Ring 8 13000 37% Bio Eater
Toxin Proof
Peace Ring 8 15000 35% Berserk Proof
Charm Proof
Confusion Proof
Safety Bit 8 20000 31% Death Proof
Berserker Ring 9 --- Artifact Fire Eater
Lightning Proof
+3 STR
Aegis Ring 9 --- Artifact Bio Ward
Earth Ward
Fire Ward
Holy Ward
Ice Ward
Lightning Ward
Shadow Ward
Water Ward
Wind Ward
Ribbon 9 --- Artifact Fatal Proof
Mystify Proof
Seal Proof
Time Proof
Toxin Proof
Transform Proof
Weak Proof
Tetra Elemental 10 --- Legendary Fire Proof
Earth Proof
Ice Proof
Lightning Proof
FINAL FANTASY THE ROLEPLAYING GAME 166
MAGIC ACCESSORIES
Magic Accessories bestow beneficial Status Conditions such as Shell and Reflect upon their wearer typically either at the start of a battle or when
the wearers health is reduced to dangerously low levels.
TYPE TIER COST AVAILABILITY EQUIPMENT ABILITIES
Sprint Shoes 1 500 90% Auto-Accelerate
Barrier Ring 2 800 86% SOS-Shell
Guard Ring 2 800 86% SOS-Protect
Steel Gorget 3 1400 79% SOS-Power Up
Leather Gorget 3 1400 79% SOS-Magic Up
Princess Ring 3 1600 78% SOS-Protect
SOS-Shell
Star Bangle 3 1800 77% SOS-Regen
Angel Wings 3 1800 76% Auto-Float
Protect Ring 4 3250 74% Auto-Protect
Shell Ring 4 3250 74% Auto-Shell
Reflect Ring 4 3500 69% Auto-Reflect
Rebirth Ring 5 5500 57% Auto-Reraise
Ring of Renewal 6 8400 52% Auto-Regen
Guard Bracelet 7 12000 42% Auto-Protect
Auto-Shell
Angel Ring 9 --- Artifact Shadow Proof
Death Proof
Auto-Reraise
Hermes Sandals 9 --- Artifact Auto-Haste
Inivisibility Cloak 10 --- Legendary Auto-Vanish
FINAL FANTASY THE ROLEPLAYING GAME 167
ATTRIBUTE BOOSTERS
Attribute Boosters increase a characters basic Attributes while equipped.
TYPE TIER COST AVAILABILITY EQUIPMENT ABILITIES
Battle Boots 3 1500 80% +1 SPD
Beads 3 1500 80% +1 AGI
Tarot Card 3 1500 80% +1 MAG
Wristband 3 1500 80% +1 STR
Choco Feather 5 4800 64% +2 AGI
Magepower Glove 5 4800 64% +2 MAG
Bracer 5 4800 64% +2 STR
Red Shoes 5 4800 64% +1 MAG
+1 SPD
Dash Shoes 5 4800 64% +2 SPD
Championship Belt 8 16000 33% +3 STR
+10% HP
Hypno Crown 8 16000 33% +3 MAG
+10% MP
Running Shoes 8 18000 32% +3 AGI
+3 SPD
Royal Crown 9 --- Artifact +5 MAG
Fortified Chain 9 --- Artifact +5 AGI
Germinas Boots 9 --- Artifact +5 SPD
Hyper Wrist 9 --- Artifact +5 STR
Hero Ring 10 --- Legendary +5 STR
+5 MAG
FINAL FANTASY THE ROLEPLAYING GAME 168
STATISTIC BOOSTERS
Statistic Boosters provide bonuses to a character's Combat Statistics.
TYPE TIER COST AVAILABILITY EVA M. EVA EQUIPMENT ABILITIES
Cotton Cape 1 400 92% +3 +5 ---
Shoulder Cape 1 400 92% +5 +3 ---
Elven Cloak 2 1200 84% +6 +10 ---
Leather Cloak 2 1200 84% +10 +6 ---
Black Cape 3 2400 76% +9 +15 ---
Wolf Mantle 3 2400 76% +15 +9 ---
Orrachea Armlet 4 2700 72% +0 +0 +10% HP
Magic Bangle 4 2700 72% +0 +0 +10% MP
Mage's Cloak 5 3600 66% +12 +20 ---
Tiger Mantle 5 3600 66% +20 +12 ---
Featherweave Cloak 5 6000 58% +15 +25 ---
Zephyr Cloak 5 6000 58% +25 +15 ---
Prism Cape 7 9000 48% +20 +30 ---
Behemoth Mantle 7 9000 48% +30 +20 ---
Force Belt 7 10400 44% +0 +0 +10% HP
+10% MP
White Cape 8 13500 36% +20 +20 Mini Proof
Toad Proof
Power Belt 9 --- Artifact +0 +0 +25% HP
Sorcery Bangle 9 --- Artifact +0 +0 +25% MP
Mindu Jewel 9 --- Artifact +15 +25 Lightning Ward
Blind Proof
Confuse Proof
Poison Proof
Silence Proof
Stone Proof
Toad Proof
Muscle Belt 10 --- Legendary +0 +0 +50% HP
Crystal Orb 10 --- Legendary +0 +0 +50% MP
FINAL FANTASY THE ROLEPLAYING GAME 169
ACTION ACCESSORIES
Action Accessories directly affect a character's capabilities in combat, usually by conferring additional special abilities and attack bonuses.
Accessories that add an [Element] Strike Equipment Ability override any other [Element] Strikes present on that Weapon.
TYPE TIER COST AVAILABILITY EQUIPMENT ABILITIES
Bangle 1 800 88% Adds Sensor Equipment Ability to all equipped Weapons
Dusky Gleam 2 800 82% Adds Shadow Strike Equipment Ability to all equipped Weapons
Earthy Gleam 2 800 82% Adds Earth Strike Equipment Ability to all equipped Weapons
Fiery Gleam 2 800 82% Adds Fire Strike Equipment Ability to all equipped Weapons
Holy Gleam 2 800 82% Adds Holy Strike Equipment Ability to all equipped Weapons
Icy Gleam 2 800 82% Adds Ice Strike Equipment Ability to all equipped Weapons
Lightning Gleam 2 800 82% Adds Lightning Strike Equipment Ability to all equipped Weapons
Watery Gleam 2 800 82% Adds Water Strike Equipment Ability to all equipped Weapons
Gusty Gleam 2 800 82% Adds Wind Strike Equipment Ability to all equipped Weapons
Noxious Gleam 2 800 82% Adds Bio Strike Equipment Ability to all equipped Weapons
Archers Ring 4 3600 73% Adds Sensor Equipment Ability to all equipped Weapons
+20 ACC
Barette 4 3000 72% Ice Enhancer
Cachusha 4 3000 72% Fire Enhancer
Extension 4 3000 72% Lightning Enhancer
Fairy Earrings 4 3000 72% Wind Enhancer
Topaz Armring 4 3000 72% Earth Enhancer
Turquoise Ring 4 3000 72% Water Enhancer
Angel Earrings 5 5000 65% Holy Enhancer
Black Earrings 5 5000 65% Shadow Enhancer
Sniper Eye 6 8800 51% Adds Sensor Equipment Ability to all equipped Weapons
Adds Critical+ Equipment Ability to all equipped Weapons
Cerulean Pendant 9 --- Artifact Lightning Enhancer
Wind Enhancer
Chain Choker 9 --- Artifact Lightning Enhancer
Water Enhancer
Clear Earrings 9 --- Artifact Ice Enhancer
Wind Enhancer
Gold Hairpin 9 --- Artifact Auto-MP Quarter
Lapis Earrings 9 --- Artifact Fire Enhancer
Water Enhancer
Medicine Ring 9 --- Artifact Recovery Enhancer
Sphene Earrings 9 --- Artifact Earth Enhancer
Lightning Enhancer
Wing Pendant 9 --- Artifact Earth Enhancer
Wind Enhancer
Celestriad 10 --- Legendary Auto-MP Half
Special Rules
Gleams: The [x] Gleam Accessories add an [Element] Strike Ability to equipped Weapons. If the Weapon already has this [Element] Strike,
the Gleam has no additional effect. For Weapons that have the ability to use Ammunition, Ammunition that confers Equipment Abilities will
override the effects of the Gleam.
FINAL FANTASY THE ROLEPLAYING GAME 170
INVENTORY SLOT
While it also stores spare equipment, the Inventory Slot is primarily used for a variety of offensive, defensive and curative materials which can give a
party a considerable edge in a fight or help salve their wounds after the last sword-blow has fallen. Unless otherwise noted, all items below are
priced for one use of the item in question; once used, the item is destroyed, removing it from the Inventory Slot.
RECOVERY ITEMS
From a simple medicinal potion to tail-feathers of the legendary Phoenix, Recovery Items offer a bewildering array of cure-alls for just about any
ailment under the sun. Most stores sell weaker curative potions, as well as remedies for specific Status Conditions. Sensible adventurers will keep a
healthy stock of both to accompany them in their travels.
TYPE TIER COST AVAILABILITY TARGET EFFECT
Tonic 1 25 99% Single Restores 25 HP
Potion 1 50 94% Single Restores 50 HP
Hi-Potion 2 150 86% Single Restores 125 HP
Hyper Potion 3 300 78% Single Restores 250 HP
Mega Potion 5 500 61% Party Restores 100 HP
X-Potion 5 750 59% Single Restores 500 HP
Ultra Potion 7 800 47% Party Restores 200 HP
Tincture 1 75 93% Single Restores 15 MP
Ether 3 150 78% Single Restores 30 MP
Hi-Ether 4 325 67% Single Restores 75 MP
Hyper Ether 5 650 59% Single Restores 150 MP
X-Ether 7 1400 40% Single Restores 300 MP
Elixir 8 5000 20% Single Restores HP and MP to their maximum values
Megalixir 9 --- Artifact Party Restores HP and MP to their maximum values
Phoenix Down 2 500 88% Single Restores Unconscious target to 1 HP
Phoenix Pinion 7 2800 23% Single Restores Unconscious target to maximum HP
Mega Phoenix 8 3500 21% Party Restores Unconscious targets to 1 HP
Phoenix Spirit 9 --- Artifact Party Restores Unconscious targets to maximum HP
Antidote 1 50 93% Single Cancels Poison and Venom Status Conditions
Eye Drops 1 50 92% Single Cancels Blind Status Condition
Echo Screen 2 100 84% Single Cancels Silence Status Condition
Tranquilizer 3 150 81% Single Cancels Berserk Status Condition
Bandage 4 200 76% Single Cancels Disable and Immobilize Status Conditions
Alarm Clock 4 200 75% Single Cancels Sleep and Unaware Status Conditions
Cornucopia 4 250 75% Single Cancels Mini Status Condition
Maiden's Kiss 4 250 75% Single Cancels Toad Status Condition
Soft 4 400 74% Single Cancels Petrify and Stone Status Conditions
Holy Water 4 500 73% Single Cancels Curse and Zombie Status Conditions
Chronos Tear 4 600 72% Single Cancels Slow, Stop, and Sap Status Conditions
Remedy 5 1500 64% Single Cancels Berserk, Blind, Confuse, Curse, Mini,
Petrify, Poison, Sap, Silence, Sleep, Slow, Stone,
Toad, Venom, and Zombie Status Conditions
FINAL FANTASY THE ROLEPLAYING GAME 171
Ammunition
Unlike most other armaments, the true power of Bows, Crossbows and Rifles comes as much from what is fired as the weapon itself. An experienced
marksman is one who has learned the advantage of carrying a wide range of specialised ammunition into battle Ice Arrows extinguish blazing
Bombs, AP Ammo cracks tough Adamantoise shells, and Holy Bolts put a little bit of fear into that Archaeodaemon.
Characters equipped with a Weapon that supports ammunition may elect to load them with special projectiles when making an Attack Action; these
must be purchased beforehand, and can be used to add additional Equipment Abilities to the weapon being used to make the Attack. All ammunition
is purchased in units of ten; each Attack, successful or otherwise, will consume one unit of ammunition, removing it from the Inventory Slot. If no
ammuntion is available or the character is unwilling to expend it on an attack the Weapon reverts to its default Equipment Abilities.
AMMO
Ammo is used by Rifles.
TYPE TIER COST AVAILABILITY EQUIPMENT ABILITIES
Fire Ammo 1 100 88% Fire Strike
Stone Ammo 1 100 88% Earth Strike
Dark Ammo 2 150 85% Blind Touch
Pulse Ammo 4 500 78% +2 DS
Shadow Ammo 4 150 74% Shadow Strike
AP Ammo 5 500 68% Piercing
Fast Ammo 5 200 66% See notes below.
Tainted Ammo 5 400 64% Curse Touch
Spartan Ammo 5 450 63% Disable Touch
Shotgun Ammo 6 900 55% -25% Damage
Target: Group
Demolition Ammo 7 1200 44% Heat Touch
Fire Strike
Special Rules
Fast Ammo: If used in an Attack Action, Fast Ammo gives the firer a +5 bonus to their Initiative in the following Round. This bonus is only
applied once per Round.
ARROWS
Arrows are used by Bows.
TYPE TIER COST AVAILABILITY EQUIPMENT ABILITIES
Fire Arrows 1 100 90% Fire Strike
Ice Arrows 1 100 90% Ice Strike
Lightning Arrows 1 100 90% Lightning Strike
Wind Arrows 1 100 90% Wind Strike
Water Arrows 1 100 90% Water Strike
Earth Arrows 1 100 90% Earth Strike
Holy Arrows 1 100 90% Holy Strike
Darkness Arrows 2 125 88% Blind Touch
Poison Arrows 2 200 88% Poison Touch
Sleep Arrows 3 250 82% Sleep Touch
Silver Arrows 3 400 81% Undead Killer
Artemis Arrows 4 400 77% +2 DS
Yoichi Arrows 5 500 69% Piercing
Mute Arrows 5 250 65% Silence Touch
Angel Arrows 5 600 65% Confusion Touch
Demon Arrows 5 750 58% Power Down Touch
Medusa Arrows 7 1500 47% Stone Touch
Assassin's Arrows 7 1500 47% Death Touch
FINAL FANTASY THE ROLEPLAYING GAME 172
BOLTS
Bolts are used by Crossbows.
TYPE TIER COST AVAILABILITY EQUIPMENT ABILITIES
Hydro Bolts 1 100 90% Water Strike
Black Bolts 2 100 89% Blind Touch
Venom Bolts 2 200 88% Poison Touch
Lead Bolts 2 200 87% Immobilize Touch
Dogbolts 2 200 86% +1 DS
Gold Bolts 2 150 86% +10 ACC
Sleep Bolts 3 250 82% Sleep Touch
Long Bolts 4 300 77% Slow Touch
Grand Bolts 4 400 76% +2 DS
Stone Bolts 4 450 75% Disable Touch
Sapping Bolts 4 450 74% Sap Touch
Acid Bolts 5 500 66% Armor Break Touch
Blood Bolts 5 500 65% HP Drain
Critical Bolts 7 1200 45% Triple Critical
Throwing Weapons
Throwing Weapons are disposable projectiles designed to give characters an additional offensive edge in combat. An attack with a Throwing Weapon
requires an Item Action, and is resolved in the same manner as a standard Attack Action would be. Regardless of whether the Attack hits or misses,
the Weapon is consumed and removed from the Inventory Slot after the attack resolves. Prices given in the listings below are per one Weapon.
BOMBS
Weapon Skill: Throwing Weapons
Bombs are small, compact explosives designed to be thrown and detonate on impact. Their practical range can be significantly increased by using a
dedicated launcher, though most adventuring parties will simply rely on their throwing arms.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Snowmelt Bomb 1 95 90% (4 x AGI) + 2d6 Ice Strike
Tremor Bomb 2 150 85% (5 x AGI) + 2d6 Earth Strike
Poison Bomb 2 185 82% (5 x AGI) + 2d6 Poison Touch
Aero Bomb 4 200 74% (6 x AGI) + 3d6 Wind Strike
Spark Bomb 5 250 65% (8 x AGI) + 3d6 Lightning Strike
Water Bomb 6 300 56% (9 x AGI) + 4d6 Water Strike
Flameburst Bomb 7 375 47% (10 x AGI) + 4d6 Fire Strike
Super Ball 8 1000 37% (12 x AGI) + 5d6 Target: Group
DARTS
Weapon Skill: Throwing Weapons
A popular choice in conjunction with contact poisons, Darts require a considerable amount of accuracy to inflict any significant damage, though their
relatively light weight and cheapness does offset this drawback.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Darts 1 30 96% (2 x STR) + d6 ---
Poison Darts 2 95 87% (4 x STR) + 2d6 Poison Touch
Dream Darts 3 150 81% (5 x STR) + 2d6 Sleep Touch
Stun Darts 4 210 70% (6 x STR) + 3d6 Stop Touch
Venom Darts 5 265 61% (8 x STR) + 3d6 Venom Touch
Doom Darts 6 315 52% (9 x STR) + 4d6 Death Touch
FINAL FANTASY THE ROLEPLAYING GAME 173
SCROLLS
Weapon Skill: Throwing Weapons
Magic scrolls are enchanted pieces of paper scribed to trigger a magical effect upon coming into contact with an opponent. Ninja make extensive
use of tools like these to confound opponents.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Fire Scroll 1 95 90% (4 x MAG) + 2d6 Fire Strike
Lightning Scroll 2 150 84% (5 x MAG) + 2d6 Lightning Strike
Water Scroll 4 200 74% (6 x MAG) + 3d6 Water Strike
Earth Scroll 5 250 66% (8 x MAG) + 3d6 Earth Strike
Ice Scroll 6 300 56% (9 x MAG) + 4d6 Ice Strike
Wind Scroll 7 375 47% (10 x MAG) + 4d6 Wind Strike
Shadow Scroll 8 475 36% (12 x MAG) + 5d6 Blind Strike
Silence Strike
SHURIKEN
Weapon Skill: Throwing Weapons
The shuriken is a small, sharp metal disc with multiple cutting edges that can be thrown at a target in rapid succession. While the damage inflicted is
normally far from grevious, a trained hand can turn them into an accurate and deadly weapon.
TYPE TIER COST AVAILABILITY DAMAGE EQUIPMENT ABILITIES
Shuriken 1 50 92% (3 x STR) + d6 ---
Juji Shuriken 2 140 85% (5 x STR) + 2d6 ---
Manji Shuriken 4 185 75% (6 x STR) + 3d6 ---
Fuma Shuriken 5 235 67% (8 x STR) + 3d6 ---
Nokizaru Shuriken 6 350 52% (10 x STR) + 4d6 ---
Koga Shuriken 7 525 46% (12 x STR) + 5d6 ---
Yagyu Darkrood 8 700 40% (14 x STR) + 5d6 Piercing
FINAL FANTASY THE ROLEPLAYING GAME 174
SUPPORT ITEMS
Characters may occasionally come across weak magical artifacts imbibed with enough power to create a particular spell effect when used. After that,
they crumble to dust, removing them from the Inventory Slot. While some may be bought in stores, the most powerful only surface in the hands of
monsters and treasure chests encountered during the course of an adventure. Support Items affect battles indirectly rather than directly, and are
as capable of bestowing beneficial and protective magics as they are of stripping them away. Use the user's MAG Attribute and M. ACC for the
purposes of calculating the effects of the Spell mimicked by the item.
TYPE TIER COST AVAILABILITY TARGET EFFECT
Bestiary 2 75 88% Single As Scan
Warp Stone 3 250 80% Self As Teleport
Healing Spring 4 400 70% Single As Regen
Light Curtain 5 300 64% Single As Protect
Lunar Curtain 5 500 67% Single As Shell
Smoke Bomb 5 500 66% Party See notes below
Vampire Fang 5 480 66% Single As Drain
Ghost Hand 5 450 66% Single As Osmose
Speed Drink 5 500 60% Single As Haste
Light Veil 6 1200 54% Party As Protectga
Lunar Veil 6 1500 54% Party As Shellga
Purifying Salt 6 1450 50% Single As Dispel
Soul Spring 7 1860 42% Single As Syphon
Star Curtain 7 4000 40% Single As Reflect
Adamant Shard 9 --- Artifact Single As Wall
Hero Drink 9 --- Artifact Single See notes below
Special Rules
Smoke Bomb: The noxious smoke released by this item allows the entire party to make an instantly successful Escape Action.
Hero Drink: This potent brew adds the Status Conditions Power Up, Magic Up, Agility Up and Spirit Up to the target (6).
FINAL FANTASY THE ROLEPLAYING GAME 175
BATTLE ITEMS
Battle Items capture offensive magics for future use, unleashing a variety of devastating and debilitating effects on an opponent. Where applicable,
use the user's MAG Attribute and, in the case of Status Conditions, M. ACC to calculate the effects of the Spell the Battle Item mimics.
TYPE TIER COST AVAILABILITY TARGET EFFECT
Arctic Wind 1 100 98% Single As Blizzard
Bomb Fragment 1 100 98% Single As Fire
Electro Marble 1 100 98% Single As Thunder
Bird Feather 1 100 97% Single As Aero
Fish Scale 1 260 92% Single As Water
Graviball 2 350 88% Single As Gravity
Antarctic Wind 2 300 86% Single As Blizzara
Bomb Core 2 300 86% Single As Fira
Lightning Marble 2 300 86% Single As Thundara
Shear Feather 2 300 85% Single As Aera
Fish Fin 3 540 77% Single As Watera
Zombie Powder 4 840 69% Single As Zombie
T/S Bomb 4 700 68% Single As Demi
Stardust 4 620 67% Group As Comet
Deadly Waste 5 620 66% Single As Bio
Fire Gem 5 850 65% Single As Firaga
Ice Gem 5 850 65% Single As Blizzaga
Lightning Gem 5 850 65% Single As Thundaga
Windmill 5 850 64% Single As Aeraga
Shrivel 6 1180 58% Single As Mini
Basilisk Claw 6 1350 57% Single As Stone
Water Gem 6 980 57% Single As Waterga
Candle of Life 6 1420 54% Single As Death
Shadow Gem 6 1500 51% Single As Quarter
Impaler 7 1520 49% Single As Toad
Earth Drum 7 1480 48% Group As Quake
Shining Gem 7 1320 44% Single As Flare
Dream Powder 7 1200 44% Group As Sleep
Ink 7 1200 44% Group As Blind
Mute Mask 7 1200 44% Group As Silence
Silver Hourglass 7 1200 44% Group As Slow
War Gong 7 1200 44% Group As Berserk
Loco Weed 7 1500 40% Group As Confuse
Malboro Tentacles 8 1750 38% Single As Venom
Black Stone 8 2000 35% Single As Freeze
Abaddon Stone 8 2000 35% Single As Nuke
Blessed Gem 8 2500 25% Single As Holy
Dark Matter 8 3000 25% Group As Scathe
Earth Hammer 8 3000 25 Single As Break
Cauldron 9 --- Artifact Group As Bad Breath
Golden Hourglass 9 --- Artifact Group As Stop
Meteor Stone 9 --- Artifact Single As Meteor
Supreme Gem 9 --- Artifact Single As Ultima
FINAL FANTASY THE ROLEPLAYING GAME 176
MISCELLANEOUS EQUIPMENT
Beyond their immediate equipment, most characters will tote around
smaller odds and ends not worth noting in detail in their Inventory
Slot lucky knotted string, a book of matches, emergency rum, a
novella for the long evenings on the road, and so forth.
However, rather than keep long and exhaustive lists of every piece
of lint the party carries, it is ultimately more convenient for all sides
to deal with small items on a case-by-case basis. As a general rule
of thumb, characters should always have access to minor items
unless there are compelling plot-related reasons for them to be
coming up short.
If an item needs to be introduced into a scene for roleplaying
purposes, plot advancement, or establishing the conditions under
which a Skill Test is made, the GM can either rule on the spot
whether it is available, or have the character make a separate Task
Check against the Skill Category the item is most appropriate to.
In both cases, the characters Skills serve as a general indicator of
what they would normally carry with them. It can be assumed, for
instance, that a character with points in Animal Handling would have
a dog biscuit or two to spare should the situation demand it.
Similarly, a character with Climbing will typically have rope, pickaxe
and crampons in reserve, whilst Engineers keep an all-purpose
toolkit at hand and Survival experts always have access to at least a
firebow and fishing hooks.
If the character doesnt have a Skill appropriate to the item, its
highly likely that they would not be carrying the corresponding item,
either defaulting on these rolls as described in Chapter 5 is not an
option.
Table 6-1: Equipment Task Ratings
CONDITION TASK RATING
Item common +40
Item uncommon +20
Item relatively rare or exotic -20
Item very rare -40
The GM, of course, remains at liberty to disallow any requests
that would derail or otherwise adversely affect the current game.
(So, youve been carrying a replica key for your jail cell with you
this whole time? How very convenient.)
MATERIALS
Materials are used to make things specifically, things like swords,
armor, fine clothing, furniture, or jewelry. For characters with a
Craft* Skill, materials are lifeblood, as almost all Craft* projects
require at least a certain amount of materials to complete. See
Appendix I for full rules.
Craft Points
Though there are many different types of materials available to
characters, the total amount of craftable material a character has
access to is represented by an abstract measure called Craft Points
(CP). What Craft Points represent depends on the kind of project
being undertaken; for a character forging a sword, a Craft Point
could represent a nugget of ore, while in cooking a Craft Point might
stand for a packet of flour or a fresh egg. Craft Points are small and
inexpensive individually, but when combined they can create great
things. A gauntlet can be made with less than a dozen Craft Points:
the typical adventurer can be armed from head to toe with sixty CP.
Most crafting projects consume a certain number of Craft Points, so
having an steady supply of them is essential.
Material Tiers
The next few pages introduce a broad selection of materials for
many different types of crafting. While each material described has
its own distinct flavor, as far as the actual crafting is concerned, the
only thing that actually has a bearing on the crafting process is a
material's type and Tier. For instance, the metals Pure Silver, Relic
Iron, and Platina each have their own distinctive quirks; for crafting
purposes, however, all three are simply treated as Tier 6 metals.
This helps keep things simple for both players and the GM.
Types of Materials
Materials can be categorized in two ways: by the Skills used to work
them, or by the kinds of projects they can be used in. As far as Skills
are concerned, there are five kinds of materials:
Metal: Armorsmithing, Tinkering, Weaponsmithing
Wood: Armorsmithing, Carpentry, Weaponsmithing
Cloth: Tailoring
Gems: Armorsmithing, Tinkering, Weaponsmithing
Spoils: Alchemy, Armorsmithing, Carpentry, Tailoring, Tinkering,
Weaponsmithing
All except Spoils are self-explanatory; Spoils are a catch-all category
for odds and ends harvested from monsters and the like. As far as
mechanical effect is concerned, all crafting material in the FFRPG is
divided into three generic categories: Basic Materials, Special
Materials, and Alchemical Materials.
BASIC MATERIALS
Basic Materials are used to craft no-frills items and equipment. They
are generally easier to find than Special Materials, though become
significantly more expensive at higher levels.
FINAL FANTASY THE ROLEPLAYING GAME 177
Table 6-2: Basic Material Costs
TIER AVAILABILITY COST
1 92% 5 per CP
2 86% 30 per CP
3 80% 70 per CP
4 69% 135 per CP
5 61% 210 per CP
6 53% 325 per CP
7 45% 440 per CP
8 33% 575 per CP
9 Artifact ---
10 Artifact ---
SPECIAL MATERIALS
Special Materials are what give weapons and armor their unique
properties. Due to their unusual nature, they are naturally rarer,
though Special Materials are not required for basic crafting. Special
Materials tend to be Gems and Spoils.
Table 6-3: Special Material Costs
TIER AVAILABILITY COST
1 90% 5 per CP
2 84% 30 per CP
3 77% 40 per CP
4 67% 45 per CP
5 59% 50 per CP
6 51% 55 per CP
7 41% 60 per CP
8 30% 65 per CP
9 Artifact ---
10 Artifact ---
ALCHEMICAL MATERIALS
The Alchemy Skill requires its own range of materials. These are less
expensive than Basic Materials, but harder to source, as many of the
rare ingredients are Spoils harvested from hard-to-find herbs or
elusive monsters.
Table 6-4: Alchemical Material Costs
TIER AVAILABILITY COST
1 96% 5 per CP
2 84% 15 per CP
3 79% 30 per CP
4 73% 75 per CP
5 62% 100 per CP
6 59% 130 per CP
7 30% 150 per CP
8 20% 300 per CP
Buying Materials
Buying materials is no different than buying any other item or piece
of equipment, and is subject to the same restrictions. With the
exception of Spoils, however, materials offered on the open market
tend to come in fixed quantities rather than the exact amounts
players want. The most common 'denominations' of materials are:
Metal: Nugget (2 CP), Ore (5 CP), Ingot (10 CP)
Wood: Chips (2 CP), Stick (5 CP), Log (10 CP)
Cloth: Square (2 CP), Length (5 CP), Roll (10 CP)
Gems: Fragment (1 CP), Crystal (2 CP), Cluster (5 CP)
For example, rather than pay for the exact 18 CP of Tier 5 metal
needed to forge a high-powered Flail, players may instead end up
purchasing two Ingots of 10 CP each and keeping the remaining 2
CP in reserve for future projects. Materials acquired over the course
of an adventure can also be sold like any other item.
Cloth
Cloth is used to make Gloves, Hats Robes, Suits, and sometimes
Flails.
TIER 1 MATERIALS
Grass Cloth: A primitive fabric made from long, sun-dried grass
fibers.
Drab Wool: Cheap wool cloth, generally only good enough to
reinforce other clothing.
Cotton: Harvested from the cotton plant, these downy fibers are a
staple in every tailors fabric selection.
TIER 2 MATERIALS
Wool Cloth: Cloth woven from the soft fibers of the sheep and other
animals. Next to cotton, this is the tailors other mainstay.
Magic Cotton: Cotton grown in magic-rich areas or imbued with
magic during the tailoring process. A popular choice for mage robes.
Linen: A light-colored fabric woven from the threads of the flax plant.
TIER 3 MATERIALS
Cheviot Cloth: A woolen cloth notable for its thicker, rougher fibers.
Primarily used for warm-weather clothing, particularly tweed.
Magic Linen: Magic-enriched linen cloth used in crafting magewear.
Braid Wool: This thick wool is capable of absorbing a significant
amount of moisture, making it an excellent choice for working
clothes and other everyday wear.
TIER 4 MATERIALS
Silk: Fine fibers derived from the threads used to weave insect
cocoons. Some cultures are also able to weave spider silk and
similar secretions into fabrics of comparable quality.
Velvet: In its pure form, velvet is a silk fabric with a notable smooth
FINAL FANTASY THE ROLEPLAYING GAME 178
surface and plain underside. Lower quality grades combine the silk
with cotton or linen, or substitute it for artificially-created fibers.
Sarcenet: A soft silk fabric typically used for lining expensive clothing.
Fine Wool: Soft, highly absorbent wool ideal for tailoring high-quality
garments.
TIER 5 MATERIALS
Taffeta: A smooth, fine silk fabric distinguished by its watery luster.
Used in ballgowns and wedding dresses.
Silver Thread: A thread used for lightweight armor, consisting of a
thin silver wire wrapped in silk thread.
Blood Wool: This naturally blood-red wool is both rare and prized;
clothing made from it is particularly expensive, and usually reserved
for the nobility.
TIER 6 MATERIALS
Magic Silk: Sometimes called 'mist silk,' this magic-enriched silk is
frequently tailored into fine magewear.
Gold Thread: A thread used for lightweight armor, consisting of a
thin gold wire wrapped in silk thread.
TIER 7 MATERIALS
Rainbow Cloth: Spun from the silk of spiders mutated by exposure to
magic, the shifting colors of rainbow cloth makes particularly
exquisite robes and hats.
Ether Cotton: Alchemically treated cotton imbued with curative
powers. Amplifies Life magic as well as the wearer's own vitality.
TIER 8 MATERIALS
Black Cloth: Common name for cloth imbued with multiple elemental
magics. Used for high-quality Black Mage robes.
White Cloth: Common name for cloth imbued with Holy and Life
magics. Used for high-quality White Mage robes.
Luminicloth: Woven from astral fabric, luminicloths faint glow is most
visible in darkness. Its fragile nature means that it requires a skilled
tailor to process.
Gems
Gems can be a decorative device on many kinds of weapons and
armor.
TIER 1 MATERIALS
Fluorite: Mineral which occurs in many different colors; some
varieties are used for ornamental vessels. It symbolizes spiritual
awareness, and is associated with the elements of Water and
Lightning.
Magic Stone: Ordinary stones that have absorbed a minute charge
of magical energy are collectively known as magic stones.' Magic
stones are typically named for the elemental energy inhabiting them,
and can only be recognized upon closer glance Fire Stones are
unusually warm to the touch, Water Stones contain a small amount
of moisture, Dark Stones cast a strange shadow, and so forth.
Zircon: A common mineral, transparent varieties of which are cut
into gemstones. Colorless zircon is the most common kind found, but
yellowish, brownish, and red varieties also exist. Zircon is associated
with the elements of Ice and Wind.
TIER 2 MATERIALS
Moonstone: Transparent or translucent gemstone with a pearl-like
luster. Sometimes known as the wishing stone,' it symbolizes calm
and awareness.
Rhodonite: A pinkish-red stone shot through with black streaks.
Traditionally believed to act as a calming influence and a source of
balance for its wearer.
Sardonyx: A multicolored gem used primarily for facets and cameos.
Its bands of black, red and white were believed to represent
chastity, humility and modesty and ancient times. Sardonyx is
associated with the elements of Ice and Fire.
Sunstone: A lustrous orange-red stone traditionally linked to
moonstone. Generally believed to have protective and healing
influences.
Tiger Eye: These yellow- to red-brown stones have an unusually silky
luster. Generally seen as an energizing stone, Tiger Eye is also worn
by warriors who believe that the gem's powers will help strengthen
their bones and heal fractures.
Turquoise: One of the oldest known gems, Turquoise ranges in color
from sky blue to green. A symbol of balance, it is useful to have
around in times of emotional turmoil. Turquoise is associated with
the elements of Fire and Water.
TIER 3 MATERIALS
Amber: Fossilized resin ranging in color from rich yellow to deep
brown. Associated with the elements of Earth and Lightning.
Amethyst: Variety of quartz ranging from deep purple to pale lilac in
color, prized by royalty. Believed to bestow clear-headedness upon
its wearer; generally associated with the elements of Lightning and
Water.
Ametrine: Rare bicolor variety of quartz, incorporating gold citrine
and purple amethyst. Associated with the elements of Lightning and
Water; understood to be an aid in finding spiritual fulfillment.
Iolite: A clear gemstone whose color can fluctuate between sapphire
blue and violet blue, depending on the light angle. An important
harmonizing stone, iolite is believed to aid in casting out old
sentiments and bonds.
Lapis Lazuli: Semiprecious stone of azure-blue coloration used for
ornamental work; generally considered to represent success and
divine favor In some cultures, it is also believed that wearing lapis
lazuli to bed wards off ill dreams. Associated with the elements of
Fire and Water; sometimes also with Shadow.
Magicite: Name for any non-crystalline stone that has absorbed a
significant quantity of magic. Sometimes also known as 'shaman
stones,' most magicite is named for the elemental energy within.
Magicite has a wide variety of uses; Water Magicite, for instance, is
used to make water drinkable, while Earth Magicite is planted to
encourage a fruitful harvest.
FINAL FANTASY THE ROLEPLAYING GAME 179
Peridot: Also known as olivine, peridot comes in a variety of shades
of green and yellow and is prized for its supposedly rejuvenating
properties. Peridot is associated with Earth and Wind, though the
yellow varieties have also been linked to the element of Lightning.
Garnet: Although popularly known as a red gemstone, garnet exists
in every color except blue. Its association with properties of vision
and illumination makes it a popular remedy for poor eyesight; it is
also incorporated into charms to protect against darkness, illusion,
and misfortune. Red garnet is associated with the element of Fire.
TIER 4 MATERIALS
Beryl: More properly known as 'golden beryl,' this radiant yellow
gem has been prized for its beauty since antiquity. Associated with
the element of Earth.
Clear Stone: A collective term for gemstones drained of color
through magical processes. Such translucent jewels are typically
found in larger 'pockets' of clear, though valueless minerals; the
process required to extract them is long and arduous, and accounts
for much of their value.
Onyx: A black quartz sometimes displaying alternating bands of
black and white, believed to be an aid in decision-making and finding
ones own destiny. Onyx is associated with the element of Shadow.
Opal: Gemstone with a wide spectrum of colors, the most precious
of which incorporate many flashes of color. It associated with the
elements of Ice or Lightning, depending on its coloration. Thin
sheets of opal were used in armorcrafting in the past, playing into
an ancient superstition that opals could hide a wearer from sight in
times of great danger.
Sphene: Ranges in color from yellow or green to black. Too brittle for
use as a ring stone, Sphene is generally incorporated into pendants
and brooches. Sphene is associated with the elements of Earth and
Lightning.
Tourmaline: Most commonly black in color, though many other
varieties exist; red and green tourmaline are valued as decorative
gemstones. Associated with the elements of Wind and Earth.
TIER 5 MATERIALS
Aquamarine: Transparent gem that ranges from sea-green to pale
blue in color; traditionally seen as a symbol of youth, hope and
health. Usually associated with the element of Water.
Arcana: A jewel that imprisons the soul of a living creature. Only
once the stone is smashed can a creature captured thus hope to
find its eternal rest.
Chrysoberyl: A rare yellow gemstone; also found in brown and green
varieties. Associated with the elements of Lightning and Earth.
Goshenite: A colorless variety of beryl, the same gemstone group
incorporating aquamarine and emerald. Goshenite is associated with
the elements of Ice and Wind.
Leestone: An goldish-brown crystalline ore generally reserved for
use in alchemical experiments. Despite its rarity, leestones tendency
to soften over time and brittle nature makes it of little value as a
crafting material unless properly treated beforehand.
Malachite: Vibrant bands of green cover the surface of this mineral.
Particularly prized by healers, who believe it contains life's essence
within its core.
Pearl: While not a genuine gemstone, pearls are frequently used as
a decorative material in the same manner as 'true' gems. Magically
enhanced pearls can be used to create communication devices,
typically in the form of an earring.
Spinel: A transparent gemstone with a wide variety of colors,
including yellow, green, and violet. Red spinels are known as spinel-
rubies, and can look almost identical to actual rubies if of sufficiently
high quality. Associated with the elements of Water and Lightning;
believed to enhance the bearer's strength.
TIER 6 MATERIALS
Feystone: Rich with natural magic, these stones are often formed by
the defeat of an elemental.
Jade: Stronger than steel, jade was used by many early civilizations
to produce tools and weapons. Although jade comes in many
varieties, the emerald green of jadeite is by far the most popular.
Jade is associated with the elements of Earth and Wind.
Painite: Believed to be among the rarest minerals, with only a
handful of specimens in existence; faceted painite crystals are even
rarer. Color ranges from orange-red to reddish brown. Rainbowite: A
rare seven-hued jewel whose color changes when in contact with
certain types of magic. Used primarily for decorative purposes.
Topaz: Best known as a golden-brown gem, though it is also found in
rich red varieties in rare cases. A variety of legends surround topaz;
it has been prescribed curative properties which are said to wax and
wane with the moon, but also denounced for sharpening the
aggressive tendencies of its holders. Associated with the element of
Fire.
TIER 7 MATERIALS
Crystal: Crystals are formed by the natural condensation of pure
elemental energy, and also called wizard stones. Crystals are
categorized according to the energy that formed them, and can
range in size from small fragments to natural clusters many men
high. Crystals can both amplify and absorb magic, and are a vital
part of the natural ebb and flow of mana in the world.
Diamond: Typically colorless gem renowned for its hardness. Noted
in popular lore as an embodiment of strength and courage, large
diamonds have been used in the past to craft exceptional weapons
and armor. Usually associated with the element of Lightning.
Emerald: Called the 'healer's stone,' emerald is a gemstone found in
green and blue-green hues. Some bestow the stone with oracular
properties; licking it, it is said, may allow a man to see into the
future. Associated with the element of Wind and the force of Life.
Ruby: Rubies come in a variety of translucent red hues, and were
believed to bestow health, wisdom and luck in love upon their
wearers. Rubies are traditionally associated with the element of Fire.
Sapphire: A deep blue gemstone historically worn by royalty as a
protection against both poison and envy. Sapphire is associated with
the element of Wind.
FINAL FANTASY THE ROLEPLAYING GAME 180
TIER 8 MATERIALS
Angelstone: A rare variety of opal distinguished by its striated ivory-
white coloration. Associated with the Holy element.
Deathstone: A rare variety of onyx distinguished by its striated black
coloration. Associated with the Shadow element.
Halcyon: A stone created upon the death of the powerful elementals
known as entites. The color of a halcyon can vary greatly depending
on the Element of magic that birthed it.
High Arcana: Within the depths of this luminous stone are contained
the souls of a multitude of creatures, imprisoned by powerful magic.
High Arcana are used in a wide variety of areas, and can make
powerful curative draughts such as Megalixirs.
Ordrynite: A golden-brown mineral that shines brightly when
exposed to light. Valued for its rarity as well as its unparalleled
energy-generating potential; a single fragment of ordrynite can
power even complex machinery such as airships for many centuries.
Sky Jewel: These translucent beads glow with divine power. Popular
legend has it that these unusual gems are the bodies of the brave
and virtuous, transformed upon the release of their soul to the
heavens.
Metals
Metal is used in making most types of weapons as well as heavy
armor and jewelry such as rings.
TIER 1 MATERIALS
Brass: An yellowish alloy composed of two parts copper to one part
zinc. Used primarily for utensils and ornaments.
Bronze: An allow of copper and tin, sometimes reinforced with trace
amounts of other metals.
Copper: A highly abundant reddish-brown metal mined and smithed
for many centuries; a vital component of the alloys bronze and
brass.
Iron: One of the commonest metals. Color ranges from deep brown
to gray, white and silver, depending on purity.
Tin: Brittle when heated, tin is generally alloyed with other metals
chiefly iron in order to improve their ability to resist corrosion.
TIER 2 MATERIALS
Aluminium: A soft, ductile metal with a significant resistance to
corrosion.
Silver: Commonly used in decorative jewelry, ornamental weaponry
and cutlery; a durable metal with a pleasant lustre. While not as
sought-after as gold, it nonetheless holds a certain aesthetic value.
Steel: Iron alloy reinforced with carbon and in rarer cases
manganese. Steels firm, strong nature makes it an ideal material for
crafting arms and armor.
TIER 3 MATERIALS
Gold: A soft yellow metal highly prized for generations, its sheen has
taken hold on everything from crowns to columns. Universally
appreciated and almost equally acceptable.
Hagane: An alloy of bronze and iron used to forge weapons like
katana.
Mythril: Only found deep underground, this magic-laced silver is
prized for its durability and lightness. Gravely toxic in its unrefined
form, its tendency to give off poison fumes during the refinement
process has spelled the end of more than one amateur mythril-
smith.
Pink Silver: Minute infusions of magic give certain silver ores a soft
and rosy glow.
TIER 4 MATERIALS
Darksteel: A magically-enriched alloy hardened with the expenditure
of Shadow elemental energy during the forging process. Typically
used in the creation of Dark Knight equipment.
Light Steel: Purified steel carefully infused with both Light and
Lightning energy during the forging process can be shaped into light
steel by a skilled smith. Its properties make it a natural choice for
crafting Paladin gear.
Pink Gold: Indistinguishable from ordinary gold at first glance, pink
gold will give off a red glow when exposed to light over longer
periods of time.
White Silver: Silver ore infused with Ice energy. This metal is cold to
the touch, and turns colder the longer it is held; an incautious smith
can easily suffer frostbite when working with this material.
TIER 5 MATERIALS
Bomb Steel: Steel treated with Bomb fragments, infusing it with Fire
elemental energy.
Moonsilver: A silver-white metal that seems to glow with a light of its
own. Scarcity and softness means it is used primarily for crafting
mementos.
Pure Silver: Silver ore turned utterly translucent by long-term
exposure to magic. Because it retains the strength and malleability
of traditional silver, pure silver is highly prized as a substitute for
glass in large-scale construction efforts and airships.
White Gold: Rare, magically active kind of gold ore. Smaller
fragments quickly lose their golden color, paling to ivory in a matter
of minutes.
Wootz Steel: A hard steel alloy used in sword and katana
construction, produced by mixing iron ore, charcoal and glass in a
crucible. Weapons made of this alloy are renowned for their
toughness and cutting power.
TIER 6 MATERIALS
Pure Gold: Gold ore of primal purity. Legend says that the very first
Gil was minted of this metal.
Platina: An alloy of mythril and platinum, typically used where
platinum is in short supply. Used in both weapons and armor.
Relic Iron: Iron ore formed by melting down ancient weaponry.
Typically rich with residual magic left behind by previous
enchantments.
FINAL FANTASY THE ROLEPLAYING GAME 181
TIER 7 MATERIALS
Cermet: An alchemical fusion of ceramic and metallic particles; both
hard and extremely heat-resistant.
Materite: A crystalline metal formed by petrifying wood in places of
high magical activity. Materite comes in a wide variety of colors and
shades, but the most common are red, blue and green.
Platinum: Silvery-white in color, this heavy metal has an unusual
resistance to corrosion. Though typically used in jewelry, some arms
and armor may also be forged from platinum.
TIER 8 MATERIALS
Adamantite: A tough, greenish-hued metal formed in decomposing
Adamantoise shells. Adamantite is generally refined into adaman
alloys and used for a wide range of high-quality equipment, although
some unscrupulous dealers may attempt to pass it off as genuine
adamant buyer beware.
Everburn: A crystalline ore rich with Fire energy, formed in places of
high magic concentrations over countless eons.
Mysidia Alloy: Magically potent alloy of adamantite and silver,
typically used as a cheaper substitute for orichalcum.
TIER 9 MATERIALS
Crusite: A luminous silver alloy formed from zodiac ore. Though less
powerful than the pure ore, it is significantly more pliable.
Electrum: A whitish, naturally occurring alloy of gold and silver,
sometimes also referred to as aurargentium.
Einherjarium: Metal containing veins of pure cloudstone, making it
almost weightless. Used in the production of armor.
Orichalcum: Sometimes called 'white gold.' An unusually radiant
metal rich in magical power, a natural affinity that makes it ideal for
staves and spell-resistant armor. In its purest form, it gives off a
distinctive indigo glow.
Scarletite: A deep red crystalline metal believed to bestow divine
protection. In its purest form, scarletite is completely resistant to
tempering; only ores of lesser purity can be worked, and even then
with great difficulty.
TIER 10 MATERIALS
Adamant: The world's rarest metal and some speculate it isn't
even of this world to begin with, as the few scant seams of the
electric-blue material that exist today seem to have been left by
meteorites which impacted millennia ago. Even flakes of adamant
mixed in with a conventional alloy can drastically improve the power
and keenness of a weapon.
Mystletainn: A metal suffused with quantities of Life energy so large
that the metal itself grows and moves. Only by tempering it in holy
water can a smith make this intractable metal workable.
Zodiac Ore: Named for their appearance a deep, glassy black shot
through with golden specks these clumps of magically-enriched
mineral ore occasionally form in larger metal deposits. Due to the
difficulty involved in refining zodiac orestones, many are simply used
as lucky charms by miners. Weapons created from pure zodiac ore,
however, are peerless by most reckonings.
Woods
Wood is used to make several kinds of Staves, Rods, and Shields in
addition to Bows and Crossbows.
TIER 1 MATERIALS
Arrowwood: Lumber harvested from small, slender, tough trees. As
the name implies, arrowwood is generally used in making arrows,
yielding too little usable material to be of much use otherwise.
Bamboo: The hollow, jointed stems of the bamboo plant can be used
to construct everything from fishing poles to buildings.
Oak: A rough, hard wood widely synonymous with strength and
endurance. Novice mages are usually given staves of this material to
commemorate their achievements.
Rattan: A tough wood harvested from long palm-stems. Rattan is
used primarily in furniture construction and wickerwork, although it
can also be made into canes and fishing rods.
Wisteria: Thick, woody climbing vines. Wisteria does not yield enough
wood to be useful on its own, and is usually made into small trinkets
or used in conjunction with other wood types.
TIER 2 MATERIALS
Cherry: Fine-grained wood ideal for the construction of staves.
Chestnut: A light, coarse wood used for ornamental work and
furniture. Weaker wands and staves may be constructed of chestnut;
it is also a popular choice for mythril weapons handles and grips.
TIER 3 MATERIALS
Elm: A hard, tough wood used for implements and furniture. May
also be used in the construction of katana and ninja knives.
Holly: A heavy, fine-grained white lumber with a multitude of uses,
including shields, furniture and weapon handles.
Willow: A strong, lightweight wood primarily used in the construction
of bows.
TIER 4 MATERIALS
Ash: Strong, elastic wood used in furniture construction, as well as
handles for a wide variety of tools and weapons. Particularly useful
in the crafting of high-quality crossbow bolts.
Maple: Hard and close-grained, maple wood is used for flooring,
furniture and tools. It is also a popular choice for axe-handles.
Walnut: A hard wood, dark brown in color. Used for furniture in
particular cabinets -- as well as gunstocks.
Yew: A compact, fine-grained red wood chiefly used in the crafting of
bows, whipstocks and scythe handles.
TIER 5 MATERIALS
Cedar: Smooth, barkless wood.
Moonwood: A soft, silver-tinged wood. Although easily carved, its
fragility means moonwood use is generally confined to decorative
FINAL FANTASY THE ROLEPLAYING GAME 182
work.
Rosewood: Hard wood, reddish to dark in coloration. Although
mainly used in cabinetwork, some varieties of instrument may be
also crafted from rosewood.
TIER 6 MATERIALS
Ebony: A tough, dark wood primarily used in the construction of
high-quality staves and ornamental furniture.
Mahogany: This extremely hard wood is typically reddish-brown in
color and extensively veined. Its polished sheen has made it a
popular choice for decorative furniture, crossbows and guns.
Rowan: This dense wood is capable of storing magical energy in
unusually large quantities. As a result, it is a preferred material for
staves, wands and rods.
TIER 7 MATERIALS
Stradiwood: Dark, dense wood popular with instrument-makers due
to its unique acoustic qualities.
Variwood: This wood ranges in color from white to light caramel.
Combined with stradiwood, it creates instruments of incomparable
quality.
TIER 8 MATERIALS
Danbukwood: This dark, iron-hard wood is difficult to work, but can
be used to make effective blades and armor.
TIER 9 MATERIALS
Divine Wood: Lumber harvested from forests rich in natural Holy
energies. White Mages favor divine wood for staves with curative
properties.
TIER 10 MATERIALS
Ancient Wood: Also known as eldest wood, ancient wood is petrified
lumber harvested from the remains of trees whose age stretches
into the centuries. Aside from its weathered toughness, ancient wood
is also heavily magical in nature, reflecting the elemental energies
accumulated over the trees lifetime.
Spoils
Spoils are the useable by-products of animals and monsters,
running the gamut from bones to hides and digestive liquids.
Similarly diverse are the potential applications: Malboro tentacles
can be turned into whips and harnesses, slime oil is a valuable
alchemical ingredient, dragon scales are useful for creating spell-
resistant armor, and so forth. Almost all monsters can produce at
least some kind of spoils, though these must first be extracted with
the Scavenge Skill and then further processed before they can be
used for crafting and refining purposes. On average, the Tier of a
monster's spoils will be equal to (Monster's Level / 10), though the
GM may raise or lower this as they see fit.
CHAPTER GLOSSARY
The following list recaps some of the most important concepts
introduced in this chapter for quick reference.
Accessory. Enchanted relics used to boost a characters
capabilities.
Accessory Slot. Equipment slot used to equip Accessories.
Artifact. A piece of equipment which may not be bought in stores,
but can be found multiple times.
Availability Rating. A numerical representation of an items general
rarity.
Availability Roll. A d% roll made to see whether an item is in stock.
The target number is the items Availability Rating.
Body Slot. Equipment slot used to equip Mail, Suits and Robes.
Craft Point. Measure of raw materials. Consumed to create things.
Equipment Ability. Special properties tied to a given piece of
equipment.
Equipment Tier. A number from 1 to 10, measuring an item's
general rarity.
Equipped. Term used for equipment the character wears or keeps
to hand.
Hands Slot. Equipment slot used to equip Armwear and Gauntlets.
Head Slot. Equipment slot used to equip Hats and Helmets.
Inventory Slot. Equipment slot used for potions, throwing weapons,
ammunition and other loose items.
Legendary. A piece of equipment that only exists once on any
given world.
Shield Slot. Equipment slot used to equip a Shield, second Weapon
or two-handed Weapon.
Weapon Slot. Equipment slot used to equip a Weapon.
FINAL FANTASY THE ROLEPLAYING GAME 183
VII
___________________
COMBAT

Enough expository banter. It's


time we fight like men. And
ladies. And ladies who dress like
men.
Gilgamesh
FINAL FANTASY V
Given the sheer number of fiendish monsters and evil empires
waiting to be vanquished in the name of justice, it shouldn't be
surprising that combat is an unavoidable part of day-to-day life in
the world of Final Fantasy. This section covers these encounters
and more importantly, how to emerge from them alive. The chapter
itself is divided into an overview of some fundamental principles not
covered in Chapter 1, followed by an examination of how the three
Phases work in combat. Following this is an overview of some
special situations in FFRPG combat.
THE BASICS OF COMBAT
Battles within the FFRPG are structured in a relatively
straightforward manner. The following rules are common to every
fight, regardless of scale.
Rounds and Turns
To make the flow of combat more manageable, all battles are
divided up into a number of Rounds, with every Round further
broken down into Initiative, Action, and Status Phases. The Action
Phase is divided into a number of turns; this is the space of time
during which individual combatants act. During their turns,
combatants may make one or more Actions, depending on their Job,
equipment and other circumstances.
Critical Hits and Automatic Misses
In combat, Botches and Critical Successes operate a little differently
than they would under normal circumstances. When rolling to hit
during an Attack Action, a result of 1 to 10 on a d% is considered to
be a Critical Hit, doing +100% damage and striking with an
unusually flamboyant visual effect in the process.
A roll of 95 to 100, on the other hand, is always an Automatic
Miss, regardless of the characters Weapon Skill Rating and the
targets Evasion. Additional penalties for Automatic Misses may be
applied at the Gamemaster's discretion. Note that this applies to
Attacks only; Automatic Misses and Critical Successes have no effects
on Spells or Abilities.
Targeting
As explained in Chapter 1, most Abilities and other attacks have a
limited range of effect, defined by its Target type. Of the five
possible Targets, two Self and All are self-explanatory. The
remaining three, however, require a little more definition.
SINGLE TARGETS
A Single target is as the name implies a single combatant,
friendly or enemy. Such targets may be picked out of a larger
formation, or exist simply because the PCs are fighting against one
powerful foe.
PARTIES AND GROUPS
The Party simply consists of a combatant and their immediate allies
in the area. Generally, this target type is used for beneficial effects
which automatically affect allied combatants, such as the White Magic
Spell Vaccine. For balance reasons, Parties are limited to nine
combatants at a time; if there are more allies on the battlefield than
this, the combatant must decide which of their comrades are
covered by the effect in question.
Groups are formations of combatants up to nine strong, friend or
foe. This target type is used for effects that can be turned on allies
as well as enemies, inclusive of most offensive Abilities. If more than
nine valid opponents or allies exist, the combatant using the
Ability decides which nine are targeted.
Both Parties and Groups have a coherency which assumes that
all members of that respective formation keep roughly within three
or four meters of one another, but this does not need to be strictly
enforced unless large distances are involved two monsters
separated by nearly 40 meters, for instance, clearly should not
count as a single Group for purposes of calculating targets vis--vis
a well-aimed Thundaga Spell.
FINAL FANTASY THE ROLEPLAYING GAME 184
! Dealing With Multiple Groups
The 'Group' designation is purposely limited in numbers to
avoid overkill with area effects. Because of this, it is not
recommended that these limits be ignored. For larger
combats, encounters can be split into multiple Groups, but the
amount of book-keeping involved in may bog down the flow of
the game. As an alternative, attacks by larger groups of
opponents can be played out as waves the first Group of
monsters attacks the players; once they have been defeated,
the second Group enters combat, and so forth.
This keeps the number of combatants to a manageable range
while still simulating the effects of attrition with a large
number of opponents.
DECLARING A TARGET
Unless they are Target: All or Self, Attacks and Abilities require the
combatant to declare a valid target when using them. In most cases,
a valid target is both active in other words, hasn't been reduced to
0 HP or removed from the battle and visible. Combatants affected
by the Vanish Status Condition or hiding out of sight or behind cover
are not valid targets under normal circumstances. However, they will
be affected as normal if the Group or Party they currently belong to
is targeted by an effect. Similarly, incapacitated opponents are not
considered valid targets for most Actions; the only exceptions are
effects that explicitly affect Unconscious combatants, such as Life or
an Item Action using a Phoenix Down.
Choice of target is further restricted by the target type of the
effect being used. In case of Single targets, this will be relatively
straightforward; the combatant selects one opponent or ally (I
throw an Elixir at Food the Mage.) and then resolves the effects of
the action. Groups are more complex, but only marginally so. If there
between one and nine opponents on the battlefield, a Target: Group
effect will hit all of them, or can be turned on a Party of up to nine
PCs or NPCs. If there are more than nine opponents on the
battlefield, the combatant must select which nine they wish to target,
provided they close enough to form a valid Group.
FRIENDLY FIRE
Single and Group effects can be turned on allies and ones own
Party respectively, although under most circumstances, players will
refrain from baking their team-mates with a Firaga. There are
exceptions, though. One popular tactic involves casting a Spell on an
ally under the Reflect Status, resulting in an unblockable attack that
can even bypass an opponents own Reflect.
Other situations arise as a result of certain Status Conditions.
Sleep, Confuse, Heat, and Frozen can all be canceled by inflicting a
certain type of damage on the target; rather than wait for the
Condition to wear off, the victims allies may find it more expedient to
simply attack them and forcibly cancel it.
SWITCHING SIDES
Combatants affected by the Status Condition Charm or the Ability
Control may well end up attacking their own allies or healing their
sworn opponents. For purposes of targeting, however, the traitor is
part of their original Group or Party. For example, if a monster aims
a Thundara at a party that includes an opponent its successfully
Charmed, that opponent would still be hit attacks that affect an
entire formation always affect everyone within that formation,
regardless of which side they are currently fighting for.
RANDOM TARGETS
Certain effects like Confuse call for a randomly determined target.
In such cases, simply roll a d% for every eligible combatant the
one with the highest roll is the one affected. The definition of
eligible will usually be given with the effect in question: a randomly
determined opponent means rolling for all opponents on the
battlefield; a randomly determined ally means rolling for all allies. If
neither is explicitly stated, make a roll for all active combatants.
Ranges
Range is not intended to be a major factor in most FFRPG battles. In
the e-games, combat tended to be restricted to areas small enough
that characters and monster could stare each other straight in the
face, reducing the amount of movement to a bare minimum. FFRPG
battles may be more expansive than this, but for the most part, it's
easiest to assume that everybody remains within easy movement
distance of each other and the only practical difference between
Ranged and Melee attacks is the Reactions they trigger.
If range ever becomes an actual factor in or out of combat, use
the following guidelines:
MELEE
"Melee" means up close and personal; accordingly, Melee effects can
only be used within 1 to 3 meters of a target. If Status Conditions,
terrain, or other circumstances make it impossible to close to this
range, no Melee effects may be used.
RANGED
Ranged effects can hit from a distance, making them more
convenient in situations where Melee effects cannot be used. By
default, Ranged effects can affect targets up to 15 meters away;
exceptions to the rule will have their maximum effective range given
in parentheses. Ranged (30), for example, means that the effect can
reach up to 30 meters.
MULTI-TARGET EFFECTS
Both Group and Party effects radiate out over a circular area
roughly 10 meters in diameter, affecting any eligible target even
partially within its reach. In-game, the size of the area will be a moot
point most of the time because combatants have to be in close
proximity to qualify as a Group or Party under the FFRPG rules and
the size of either formation is explicitly limited, players should never
worry about whether or not they can squeeze everything in the
Group into the range of a Firaga.
FINAL FANTASY THE ROLEPLAYING GAME 185
TARGET: ALL
Effects with Target: All radiate out to cover a circular area roughly 50
meters in diameter. Most FFRPG battles are small enough in scale to
ensure that they will utterly consumed by an All effect; in larger
conflicts, an All effect will still be cataclysmic, albeit only to a smaller
portion of the overall engagement.
Movement
Because the typical Final Fantasy battle takes place in a relatively
confined space, most movement in combat is assumed to be too
trivial to keep track of. However, on larger battlefields, how fast
characters can move from Point A to Point B can start being an
issue. In this case, use the following guidelines:
FREE MOVEMENT
During their turns, combatants can move a distance in meters equal
to their SPD Attributes without penalty. This distance does not have
to be covered all at once, and may be split into separate movements
before as well as after an Action has been made.
FULL MOVES
Spending an Action exclusively on movement allows a combatant to
move a distance in meters equal to (Combatant's SPD x 2). A
character with an SPD of 20, for instance, could move 40 meters
with each Action spent on movement.
TERRAIN EFFECTS
The kind of terrain a combatant moves over will affect how far they
can move logically, dashing across flat and solid ground will get
you further than trying to do the same in a dense jungle rich with
creepers and vines. To make it easier for GMs to decide how terrain
affects movement, all battlefield terrain can be broken into one of
five categories.
Standard Terrain is exactly that areas that are assumed to be
the norm for combat movement. Standard Terrain has no effect on
movement combatants move across it at the normal rate.
Difficult Terrain slows combatants' movement by smaller but still
noticeable amounts. When traversing Difficult Terrain, the total
distance a combatant can move is reduced by 25%. Examples of
Difficult Terrain include light snow, shallow water, and unsteady
ground.
Adverse Terrain has a significant effect on combatants' movement.
When traversing Adverse Terrain, the total distance a combatant can
move is reduced by 50%. Deep snow and ice are both examples of
Adverse Terrain.
Impassable Terrain is exactly what the name implies areas of the
battlefield that cannot be crossed under normal circumstances,
making them effectively off-limits to combatants without Float or Fly.
In the unlikely event that a combatant ends up thrown into
Impassable Terrain, the result is usually Ejection or instant death.
Bottomless pits, ravines, and lava fields are all examples of
Impassable Terrain.
Water presents a case unique enough to warrant a terrain
category of its very own. If the water merely reaches to the
combatant's waist, it is considered Adverse Terrain. If the combatant
has to actually swim or dive through it, however, it is not only
counted as Adverse Terrain, but requires them to devote all of their
actions to movement and movement alone for as long as they
remain in the water.
Combatants with Move-Water or Swimming at a rating of 80 or
higher may make Actions as normal whilst in water. The same applies
to any combatants with technological or magical assistance.
FLOATING AND FLYING COMBATANTS
Being able to defy the clutches of gravity naturally makes one more
mobile in battle. Combatants under the effects of Float ignore all
movement modifiers for terrain, but cannot cannot make Full-Move
Actions; Combatants with Flight ignore all movement modifiers while
flying, and suffer no penalties for doing so.
Doing Damage
The ultimate goal of combat is to inflict enough damage on ones
opponents to permanently put them out of commission, or subdue
them long enough to make a clean getaway. While simple in principle,
the specifics are a little more involved than immediately apparent.
TARGETS AND APPLYING DAMAGE
Unless otherwise noted, damage done by attacks is applied to all
combatants targeted by them, then modified by each individual
combatants ARM or M. ARM to determine the actual damage
inflicted. If a Fira Spell inflicting 60 damage hit three monsters with
M. ARM 10, 20 and 30 respectively, for instance, they would lose 50,
40 and 30 HP.
! Single/Group
Spells with the Single/Group designation allow the caster to
split the effects over a larger group for reduced effectiveness.
Such Spells do 100% of the listed damage to Single
combatants and 75% damage to Groups.
CURRENT AND MAXIMUM VALUES
In as well as out of battle, a distinction is made between a
combatants current Hit and Magic Points and their maximum
values. The maximum value is equal to the Hit and Magic Points
generated at character creation, plus any bonuses gained from
Levels and equipment. The current value is the maximum value,
modified by any gains or losses of Hit and Magic Points over the
course of the battle. For instance, an uninjured combatant with a
maximum HP value of 40 begins the battle with a current HP value
of 40. If he loses 10 Hit Points to an attack in the first Round, his
current HP value drops to 30, though his maximum value remains
unaffected. The current value can never exceed the maximum value;
FINAL FANTASY THE ROLEPLAYING GAME 186
if a combatant regains more Hit or Magic Points than their maximum
value, the excess is lost.
REACHING 0 HP
What happens when a combatant is reduced to 0 or fewer Hit Points
depends on who they are. In case of most monsters and other
NPCs, it will mean they are disposed of and take no further part in
the battle. For more powerful opponents, the results may vary; they
may shift to another incarnation, die spectacularly, or merely
teleport to safety, vowing to return and take their revenge another
day.
When a PC reaches 0 or fewer HP, they are rendered Unconscious
not in any immediate danger of death, but in no position to
continue fighting. Unconscious characters generate no Initiative, and
therefore neither move nor act during the course of a Round. All
Status Conditions affecting the character excepting the Condition
Stone and any Transform-type Conditions are automatically
canceled, regardless of their remaining timers. Auto-Status
Conditions resume effect only once the PC is back on his or her feet.
Unconscious PCs cannot regain Hit Points from most Recovery
effects. The only things capable of restoring them are Items and
Spells that specifically affect an Unconscious combatant. Once their
Hit Points have been restored to 1 or greater, they are no longer
considered Unconscious, and may once again generate Initiative.
Alternately, PCs may also be revived through recuperation at a GMs
discretion see Chapter 9 for more details on this.
THE INITIATIVE PHASE
Initiative in combat is generated as outlined in Chapter 1, though
certain Status Conditions and Abilities may affect the outcome of the
Initiative rolls. Once all Initiatives have been generated, the Initiative
Phase ends; the Round moves into the Action Phase.
? Initiative in Action (1)
Having escaped their cell, our heroes now make a desperate
break for freedom and encounter trouble along the way.
Rodger (GM): Deathsight's dungeon seems to stretch on into
an infinity of dank metallic staircases. Occasionally, steaming
vents and rattling chains break up the monotony; strange
lights flash in the gloom, indicators for some mysterious
device buried deep in the walls. Youre just starting at catch
your breath at the top of the third set of steps when a blue
light illuminates the gloomy stairwell. Then another --
footsteps grow louder, underscored by soft, tinny clinks. You
step back instinctively as two of Deathsight's mechanical
guards round the corner; tailing them is a grotesque
assemblage of gears and steam pipes bent into a vaguely
hound-like shape, oil dripping from the crushed metal of its
head. The first guard buzzes with surprise as he notices you,
then reaches for his sword.
? Initiative in Action (2)
Rob (Hiro): Hiro shakes his head as he unholsters his gun.
No turning back now. Lets get em!
Rodger: Everybody else is following?
Carl (Kumani): The only way backs down to the dungeons
again. Weve got to keep going.
M (Haze): Sure thing.
Rodger: Roll initiatives.
Rob: (rolling) Doh. 2. Plus Speed 5 equals 7.
M: (rolling) 6 plus Speed 8 equals 14.
Blair: (rolling) Hey, a 10! plus Speed 8 equals 18.
Carl: (rolling) 6. Plus Speed 8 equals 14.
Rodger rolls in secret, coming up with a 1, 5 and 3. The two
Guards have SPD 5, so their Initiatives are 6 and 10; the Oily
Fang has SPD 7, coming up with an Initiative of 10.
Rodger: Right. Order of initiative is Mint with 18, Kumani with
14, Haze with 13, Oily Fang with 10, Guard B with 10, Guard A
with 8...
For references sake, Rodger distinguishes between the
Guards by assigning them letter codes. This will help keep
down confusion between players in a fight where two of their
opponents are of the same enemy type.
Rodger: and Hiro with 7.
The Round's timer begins at 18 ticks Mint's Initiative with
Mint taking the first turn.
Conflicting Initiatives
The above example poses an interesting question what happens
when multiple combatants generate the same Initiative score? While
the combatants in question still take their turns on the same tick, the
combatant with the highest SPD automatically has the first turn, the
combatant with the next-highest SPD the second, and so forth. In
the example, both Guard B and the Oily Fang started with an
Initiative of 10, yet the Fang acted first, as it had the higher SPD
value of the two. If the Fang and the Guard had had identical SPD
Attributes, however, they would have been deadlocked. In this case,
Rodger would have had to roll a d10 for both to resolve the
situation; whoever rolled highest would then act first.
THE ACTION PHASE
The Action Phase makes up the bulk of each Round. During this
period of time, combatants can cast spells, use special powers,
make attacks, and reposition themselves. Once all movement and
Actions have been dealt with, the Round moves into the Status
Phase.
FINAL FANTASY THE ROLEPLAYING GAME 187
Actions
Combat is a complex swirl of activities and manuevers, ranging from
simply striking a pose to cleaving demons in twain with a well-placed
sword-stroke. For the sake of keeping things simple, the FFRPG
groups these activities into two broad headings.
ZERO ACTIONS
Zero Actions are trivial Actions, and consume less time and effort
than a full-blown Action. A character may make up to two Zero
Actions each turn. Some examples of Zero Actions include:
Combat Movement. Because combatants can freely attack each
other by default, almost all attacks are assumed to include a certain
amount of movement. A character making a standard melee attack,
for instance, would first need to run up to her target to deliver the
blow, then retreat to safety before said target could strike back. This
kind of movement is called Combat Movement, and treated as a Zero
Action. More extensive movement requires an Action as normal.
Communication. Communication is an important part of battle,
even if it is used for nothing more than idle boasting and taunts.
Proclamations (Watch out for its lightning attack!) and ten- to
thirty-second conversations are both treated as Zero Actions.
Style Moves. Small actions primarily meant to show a character's
personality in combat pausing to adjust one's sleeves, flexing after
a successful strike, flipping aside an immaculately-styled length of
hair before delivering a finishing blow.
Reactions. The final, and arguably most important, example of a
Zero Action. Because a combatant's Reactions rarely occur to their
own turn, they don't count towards the limit of two Zero Actions per
turn.
STANDARD ACTIONS
More intensive activities making attacks, casting spells, fiddling
with a potion bag in search of a curative are treated as 'standard'
Actions. Unlike Zero Actions, combatants are only allowed one
standard Action per turn, though it is possible to gain additional
Actions through Abilities like Fast Pockets or Spells like Quick.
Standard Actions are further divided into nine categories, collectively
covering the majority of possible battlefield activities: Full-Move,
Attack, Ability, Trigger, Item, Defense, Wait and Escape. Each of these
is covered in detail in subsequent sections.
SLOW ACTIONS AND INITIATIVE
As explained in Chapter 1, Slow Actions require a certain amount of
preparation before they can be used. This charging is represented
through a Charge Time (CT) listed in parentheses with the Ability
type. Each point of Charge Time is roughly equivalent to one second
or tick of charging; an Ability with a Charge Time of 18 would require
18 ticks of uninterrupted concentration before its effects take hold.
When a Slow Action is declared in battle, the Charge Time is
subtracted from the combatant's basic Initiative for the Round. The
new, adjusted Initiative is when the Action is resolved. For instance,
if a combatant with an Initiative of 18 declares they are using an
Action with a CT of 12, the actual Action is resolved at 6 ticks. The
character spends the intervening 12 ticks charging.
! Interrupting Slow Actions
Because Slow Actions are not resolved immediately, it is
possible that a character may be struck with a Status
Condition which prevents them from carrying out the Action
Berserk, Confuse, Sleep, and Curse are all obvious examples
or reduced to 0 or fewer HP before the Action is resolved. If
either of these occurs, the Action is automatically canceled. A
character may also voluntarily abort a Slow Action, nullifying
that action.
If CT reduces a characters Initiative to less than 0, the remaining
CT carries over and is subtracted from their Initiative in the
subsequent Round. The Slow Action is then resolved at the new,
modified Initiative in that Round. If a combatant opted to use a Slow
Action with a CT of 12 on an Initiative of 8, for instance, the CT
would reduce their Initiative to -4. As this is lower than 0, nothing
would happen in the Round the Action was declared. In the following
Round, the combatant generates Initiative as normal, then subtracts
the remaining CT of 4 ticks; the Slow Action is resolved at this
reduced Initiative count. Note that any CT that ends up delaying an
Action for one or more Rounds results in the combatants normal
turn being skipped over;' any Actions they could have made during
that time are automatically forfeited.
! Retargeting Slow Actions
If the target of a Slow Action is incapacitated or removed from
the battle before the Actions effect takes place, the Action is
retargeted, striking a random opponent instead.
EXTREME INITIATIVES
Under most circumstances, combatants only have one turn per
Round. However, there are times in which a combatant can surpass
the one-turn limitation through sheer speed alone.
Combatants with an Initiative value higher than 35 at the end of
the Initiative Phase have Extreme Initiative. In game terms, they are
eligible for additional turns during the course of the Round. When
the combatants turn comes up, perform an Action as usual; after
the Action has been carried out, reduce the combatant's remaining
Initiative by 35. If this leaves them with an Initiative greater than 0,
they may take another turn at the new Initiative count, subtracting a
further 35 from their Initiative after the completion of every
subsequent turn until their Initiative is less than or equal to 0. Note
that Actions with a Charge Time add their given CT to this 35-tick
penalty; the Action is performed on the adjusted Initiative count as
normal. For instance, if a Thief with an Initiative of 50 decided to
use Mug (Slow, CT 10) on an opponent, its effects would go off at
40 ticks, after which the Thiefs Initiative count would be reduced by
35 to 5. As this is greater than 0, the Thief takes another turn at 5
ticks.
While there is no penalty for reducing Initiative to a negative value
through Fast Actions, a Slow Action that reduces the combatants
FINAL FANTASY THE ROLEPLAYING GAME 188
Initiative count to less than zero will carry over into the next Round
as normal.
Attack Actions
An Attack Action is a combatant's standard means of offense, and
involves striking targets with whatever Weapon is currently
equipped. Actions of this type are resolved through the five following
steps:
1. Select a Target. With a few notable exceptions, all Attack Actions
are Single-target. This means the attacker selects one eligible
combatant from all active combatants on the battlefield and declares
them as the target.
2. Roll to Hit. The success of an Attack Action is determined in the
same manner as a Skill Test the attacker makes a Percentile Roll to
beat a given CoS. In this case, the CoS is equal to (Attackers ACC,
using the relevant weapon skill), Target's Evasion, where the
Weapon Skill in question is the one required by the equipped Weapon
used in the attack: Staves for a Staff, Swords for a Greatsword or
Katana, and so on. If the attacker manages to roll equal to or under
the CoS, they succeed in hitting their target and proceed to the next
step. Otherwise, they miss and have wasted their Action.
Not every attack needs to be this straightforward GMs can easily
apply Conditional Modifiers to simulate the effects of extreme glare,
encumbrance, or nighttime conditions. However, such modifiers
should generally only be used in extraordinary circumstances to
avoid bogging battles down with small details.
? Sample Attack (1)
With all Initiatives generated, the battle begins in earnest.
Rodger (GM): Mints turn.
Blair (Mint): Mint draws her Rod of Darkness as the Guards
close in, smashing Guard A straight in the face with as much
force as she can muster.
Rodger: Roll to hit.
Blair: (rolling) 48. Accuracy with Cudgels comes out to 97.
Here Rodger consults his notes. The Guards Evasion is only
22; Blairs roll comfortably beats the adjusted CoS of 75.
Rodger: Mints attack connects, slamming into the guards
helmet with a sharp clang. Roll for damage.
3. Generate Damage. Each Weapon has its own damage code,
expressed in terms of a Damage Scale and a Damage Die. A Weapon
with a damage code of (3 x STR) + d10, for instance, is said to
have a Damage Scale of 3 and a Damage Die of d10.
To determine how much damage the attack inflicts, multiply the
Damage Scale by the Attribute in question in this case, Strength
and then roll the Damage Die, adding the result to the total. The final
number is the basic damage inflicted by the Attack. For a speedier
resolution, it helps to have the damage code precalculated before
the battle begins.
Effects such as [Element] Strike or the Status Condition Power Up
change this raw damage output by a certain percentage. The same
applies to Critical Hits, which increase basic damage dealt by a
successful Attack Action by +100%. Such bonuses should be
applied when basic damage is calculated.
? Sample Attack (2)
Mints Rod of Darkness has a damage code of (2 x STR +
d6), ARM. To save time, Mint's player, Blair, has already
multiplied her Strength, 8, by the Damage Scale of 2 for a
total of 16.
Blair (Mint): (rolling) 5. Plus 16 is 21.
Rodger (GM): All right. Now Armor
4. Adjust Damage. Once the basic damage has been calculated,
subtract either the targets ARM rating if it is Physical damage, or M.
ARM if it is Magical damage. The end result is the total damage
inflicted on the target reduce the targets current HP by that
amount. Should this take the target to 0 or fewer HP, it will be
incapacitated and takes no further part in the battle.
? Sample Attack (3)
As Mints Rod of Darkness inflicts Physical damage, the attack
will be reduced by the Guards ARM. Rodger consults his
notes again, finding the Guard has an ARM of 6. Subtracted
from Mint's basic damage of 21, this means the attack inflicts
a total 15 HP damage to the hapless mechanoid. Not enough
to put him out of commission, but there's always next
round
Rodger (GM): 15 damage. Roll for Blind
5. Resolve Other Effects. If the Weapon has any Equipment
Abilities that have not already been applied to the attack, they are
brought into play after the targets Hit Points have been adjusted.
The player rolls a d% against whatever CoS may apply.
? Sample Attack (4)
The Rod of Darkness has the Equipment Ability Blind Touch,
giving Mint a flat CoS of 30 for inflicting Blind on the Guard in
addition to the damage shes already done.
Blair (Mint): (rolling) Woo. 14.
Rodger (GM): The Guard staggers back as the light in his
visor dims, frantically flailing his sword about. Guard As got
Status Condition Blind with a timer of 4.
A few other details regarding Attack Actions also worth noting:
AMMO
Characters attacking with a Weapon that supports the use of
ammunition may choose to use one unit of it in the Attack Action.
This must be declared when first announcing the attacks target; the
effects of the selected ammunition are then applied accordingly.
Note that the unit of ammunition is used up regardless of whether
the Attack Action is successful or not.
FINAL FANTASY THE ROLEPLAYING GAME 189
BRAWLING
If a character does not have a Weapon equipped, they may still
attack bare-handed. This form of attack is known as Brawling. Attack
Actions made in this fashion are handled as normal, using the
characters Brawl rating in place of the usual Weapon Skill. Such
attacks have a damage code of (1 x STR) + d6.
ATTACKING OFF-HANDED
Most characters wield Weapons exclusively in one hand or the other,
a habit further reinforced by their training. If they are ever forced to
equip a Weapon in a hand other than their customary one, they
suffer a flat -50 penalty to ACC unless they have the Two Weapons
Skill; if so, they suffer no penalty, but use Two Weapons instead of
the normal Weapon Skill when rolling to hit.
ATTACKING WITH TWO WEAPONS
Characters with two Weapons equipped strike two blows with each
Attack Action, one per Weapon. For purposes of rolling to hit,
damage, and the like, each attack is treated as a separate Attack
Action. A character equipped with a Mythril Knife and a Mythril Rod,
for instance, would resolve the attack as if they had made one Attack
Action with the Mythril Knife and one with the Mythril Rod, rolling to
hit for each. If one attack misses, the other still proceeds as normal;
if both miss, the Action is wasted.
PULLING BLOWS
Not every attack needs to hit home with life-threatening force. A
combatant can declare that they are pulling a blow at the beginning
of an Attack Action. In doing so, damage for the subsequent attack
is reduced by -50%.
IMPROVISED WEAPONS
An Attack Action can also be used to pick up odds and ends capable
of being used as offensive items and make an immediate attack with
them. Such improvised weapons can take many forms: chairs,
paperweights, ornamental swords, and frying pans are all valid
fodder for heroes short on armaments but big on imagination.
Attack Actions made with such objects are resolved as normal,
using the most appropriate Weapon Skill to calculate rolls to hit.
Damage is calculated using the damage code of a standard d6, d8,
d10, or d12 weapon with an Equipment Tier half that of the
characters normally equipped Weapon. The die type used is left to
the GMs discretion, but should take into account the size and heft
of the object; the larger the object, the higher the die.
For instance, a character who had previously wielded a Tier 4
Weapon and picks up a laundry pole in a tense brawl would treat it
as a Tier 2 Weapon. In this case, the laundry pole's size and length
means it would be closest to a Staff, making it a d8 Weapon. For
purposes of calculating damage, it would thus be treated as as a
Tier 2 Staff, doing damage equal to a Crescent Pole, or (3 x STR) +
d8.
Unlike normal Weapons, improvised Weapons arent made to last;
most will be destroyed after the first Attack Action, while more
durable ones last until end of the battle at best. They also usually
lack Equipment Abilities, though some improvised Weapons may
inflict Status Conditions (2) in addition to or instead of damage,
depending on their nature. For example, throwing a handful of chili
powder at an opponent would do no damage, but instead have a
chance of inflicting Blind. Such Status Conditions always have a flat
CoS of 30%; the Status Condition inflicted is chosen by the GM.
Ability Actions
Ability Actions allow combatants to take active advantage of the
powers and talents in their Ability Sets. While Attack Actions are
relatively straightforward, the wide range of effects found in a
characters Ability Set means very few operate in exactly the same
manner. A general set of steps for resolving Ability Actions is given
below, though not every step will apply to every Ability.
1. Select a Target. Abilities can have a wide variety of Target
types, ranging from Self to All. Target: Self, Target: Party and Target:
All do not give the combatant much choice in what to target, but
Target: Single and Target: Group do in this case, the combatant
must declare an eligible target or group of targets for the Ability to
affect.
2. Adjust MP. Certain Abilities require a number of Magic Points to
use. If the Ability has an MP cost associated with it, begin by
subtracting the effects MP cost from the combatants current MP
score. The desired effect may only be used if this leaves the
character with 0 or more MP; otherwise, the combatant will have to
choose another course of action. If no MP cost is given for the
effect, proceed to the next step.
3. Adjust Initiative. Slow Abilities deduct a Charge Time from the
combatants Initiative. If the combatant is using a Slow Ability, adjust
their Initiative accordingly and continue on to the next applicable
step once the effect goes off.
? Sample Ability (1)
Mint has just completed her turn. Now its Carls character,
Kumani, who acts.
Rodger (GM): Kumanis up.
Carl wants to use a Magic Ability, all of which require MP. A
quick glance at his character sheet for Kumanis MP 21
confirms hes got enough to use every Blue Magic Spell
currently in her arsenal.
Carl (Kumani): Kumani will focus on the Oily Fang, going
through the fluid kata for Leap before jumping into the air,
claws outstretched. 8 MP; leaves her with 13.
Carl makes a note on his character sheet, subtracting the 8
MP from his current score. With no Charge Time, he proceeds
straight to the next step.
Rodger: All right. Roll for M. ACC.
FINAL FANTASY THE ROLEPLAYING GAME 190
4. Roll To Hit. Most Abilities take effect automatically, but some may
require a d% roll. If so, the relevant CoS will be noted in its
description. Spells used against an opponent always require a
successful Percentile Roll to use; in this case, the CoS will be equal to
(Casters M. ACC + Additional Modifiers), Target's M. Evasion, where
the 'Additional Modifiers' are those listed in the Spells description. If
no modifiers are given, simply subtract the targets M. EVA.
If the attacker manages to roll equal to or under the CoS, they
succeed in hitting their target and proceed to the next step.
Otherwise, they miss and have wasted their Action, plus any MP and
Initiative spent on it.
? Sample Ability (2)
Checking Leaps Spell description, Carl finds no modifiers for
basic accuracy. As a result, his base M. ACC of 115 stands.
Carl (Kumani): (rolling) 76, against M. ACC of 115.
Rodger checks his notes for the Oily Fangs M. EVA 24. 115
minus 24 is 91; Carls roll of 76 is well under.
Rodger (GM): Thats a hit Kumani lands squarely on the
mechanical hound with a hollow thud, knocking several pipes
out of alignment. Time to roll for damage
5. Generate Damage. If the Ability inflicts damage, the damage
code will be found in its description. Damage adjustments caused by
effects like [Element] Enhancer, Status Conditions like Magic Up, or
Elemental Weaknesses, Resistances, and Immunities will be factored
in at this point. Begin by adding together all percentage modifiers
with a + or - in front of them, then adding these to 100%. Apply the
final percentage to the damage generated. If no damage code is
given in the description, skip ahead to the seventh step.
6. Adjust Damage. Once the basic damage has been calculated,
subtract either the targets ARM or M. ARM rating, depending on
which of the two is given in the damage code. If neither is given, the
damage is not reduced. The end result is the total damage inflicted
on the target reduce the targets current HP by that amount.
Should this reduce the target to 0 or fewer HP, it will be
incapacitated and takes no further part in the battle.
? Sample Ability (3)
Like Blair, Carl has precalculated damage. Kumanis MAG is 7;
factored into Leaps damage code of (4 x MAG) + d8, this
means the Spell does 28 + d8 damage.
Carl (Kumani): (rolling) 6. 34 damage.
Rodger consults his notes the Fangs M. ARM is 8, meaning
the attack does 26 damage.

Rodger (GM): Good hit! 26 damage. Roll for Armor Down.
7. Resolve Other Effects. Certain Abilities and Spells may inflict one
or more Status Condition instead of or in addition to damage. The
durations for these will always be given in the Abilitys or Spells
description. Status Conditions inflicted by damaging attacks have an
additional CoS separate from the main attack, and will require a d%
to determine whether these take effect.
? Sample Ability (4)
Leap also has a (M. ACC - 50), M. Evasion chance of inflicting
the Status Condition Armor Down. This reduces Kumanis M.
ACC to 65.
Carl (Kumani): (rolling) 14, against a modified M. ACC of 65.
Subtracting the Fangs M. EVA of 24 from the modified M.
ACC, Rodger finds Armor Downs CoS is 41. Once again, Carls
roll is comfortably under.
Rodger (GM): The Fangs now suffering from Armor Down,
duration of four Rounds. Haze, youre up
Trigger Actions
Trigger Actions cover in-combat activities that require a Task Checks
to carry out. Examples of Trigger Actions include lifting up a table
and throwing it at a charging opponent with STR, using Systems to
disable an out-of-control mechanoid, catching a falling sword
through AGI, or or using Acrobatics to execute a triple cartwheel
through a group of Imperial soldiers onto an overhanging balcony. A
Conditional Modifier is applied by the GM as normal, and should take
the combatants shape and circumstances into account somebody
whos just spent the last six Rounds bashing Stropers is not going to
be in much form to lift a one-ton boulder in the seventh. Depending
on the complexity of the Trigger Action, the GM may also choose to
impose a Charge Time.
A successful Task Check is required before the Action can be
carried out. Failure means a combatant has wasted their Action,
while consequences for a Botch or Critical Success are left to GM
discretion. Trigger Actions can also be used for Actions that do not
require a roll or directly target an combatant, but are too major to
be treated as Zero Actions pushing a button, kicking over a torch,
or maneuvering a crane into position.
? Sample Trigger Action
Hazes player weighs his next course of action. At this point,
the partys survival depends on their ability to stop the
guards from alerting their fellows if either one escapes, the
consequences could be dire.
M (Haze): Rodger, I want to make a leap up the stairs,
shutting the door and sealing it. Do I have enough clearance
on the stairwell to get behind the guards?
Rodger sees this as an Average task; no Conditional Modifiers
applied, making the CoS equal to Hazes AGI Attribute Rating,
Rodger (GM): Sure. Give me a roll against your AGI.
M: (rolling) 25, Attribute Rating of 31.
Rodger: Smooth. Haze manages to vault onto the rail and dive
behind the second guard before either of the two realizes
whats happening, sliding the bolts into place. Theres an
angry snarl as one guard trains the Fang on you as the
second slowly steps down the stairs towards the rest of the
party
FINAL FANTASY THE ROLEPLAYING GAME 191
Item Actions
Item Actions involve a character's equipment or Inventory. An Item
Action may be used to do any of the following:
Use an Item. Any character with a Throwing Weapon, Battle Item,
Support Item, or Recovery Item in their Inventory Slot may expend
an Item Action to retrieve it and use it on a valid target. Standard
targeting rules and restrictions apply.
Equip a Weapon or Shield. If a character does not have a Weapon
or Shield equipped but has one in their Inventory Slot or within easy
reach, they may expend an Item Action to equip it. This assumes
they have the appropriate Slot free.
Replace, Return or Drop a Weapon or Shield. An Item Action may
be used to replace a currently-equipped Weapon or Shield with one
in the characters Inventory or the general vicinity, or return a
Weapon or Shield to the inventory, thereby de-equipping it. The piece
of equipment in question may be dropped or discarded instead.
Drop or Discard an Item: One Item Action may be used to drop or
permanently remove an Item from a characters Inventory Slot.
? Sample Item Action
Hiros turn comes last in the Round. Guards A and B have
both attacked Mint, and the Oily Fangs taken a healthy chunk
out of Hiro. Rob considers his options
Rodger (GM): Rob? Its Hiros turn.
Rob (Hiro): Hmm. Blair, hows Mint doing?
Blair (Mint): 17 HP left. One hit from that Fang, and shes a
goner. How about a heal?
Rob checks his character sheet sure enough, hes got two
Potions in his Inventory Slot, each capable of restoring 50 HP
to a Single combatant.
Rob: Can do. Rodger, Im chucking a Potion in Mints direction.
Rodger: Mint recovers 50 Hit Points and thats the end of
the Action Phase. Time to move on to the Status Phase.
Full-Move Actions
As described earlier in the chapter, combatants can devote an Action
to nothing but movement in order to cover greater distances. Such
Actions are called Full-Move Actions.
Defense Actions
In a Defense Action, a combatant braces for the worst the enemy
can throw at them. Defense Actions must be declared at the
beginning of the combatants turn, before any other Actions are
made. In doing so, the character automatically forfeits their first
Action for that Round. In exchange, all damage they receive until
they take their next Action is reduced by -50% after adjusting for
ARM and M. ARM.
Waiting
If everything else fails, a combatant may choose to simply wait. The
player declares how many ticks they spend waiting, and adjusts
Initiative accordingly. For example, a combatant with an initial
Initiative of 24 may decide to wait 5 ticks and take their turn at an
Initiative of 19 instead. If the combatant does not wish to act at their
new, reduced Initiative count, they may continue to wait instead of
taking an Action. Should this eventually reduce their Initiative count
to 0 or lower, they automatically forfeit all remaining Actions for the
Round. Note that any effects with a Charge Time use the combatants
reduced Initiative as a basis.
Escape Actions
Sometimes, it's better to run and fight another day than stand and
be slaughtered. If a combatant wishes to attempt to escape the
battle, they must declare an Escape Action during the Initiative
Phase. When their turn comes up in the Action Phase, they must
make an opposed Task Check pitting their SPD against that of all
opponents still actively engaged in the battle. Opponents who have
been incapacitated do not participate in this Check. If an opponent
has no interest in preventing the escape, they likewise waive the roll.
The escapee rolls only once, comparing the result to all other rolls.
If it is the highest roll, the escape is successful and the combatant is
removed from the battle. If not, the Action has been wasted.
As always, Conditional Modifiers can be applied for situations such
as attempting to run through difficult or hazardous terrain, or
escaping from a monster whose attention is otherwise engaged.
THE STATUS PHASE
In combat, the Status Phase is used to do three things:
1. Adjusting Timers. Most Status Conditions only have a limited
duration in combat, indicated by a 'timer' of 2, 4, or 6 Rounds.
During the Status Phase, reduce the value of each active 'timer' by
one. Should this give the timer a value to 0, the Status Condition is
canceled
! Tracking Duration
When multiple Status Conditions enter the picture, it may be
more convenient to track timers visually. The best way to do
so is with a colored d6 displaying the remaining duration. At
the end of each Status Phase, adjust the die accordingly so
the side facing up shows the current timer. When the timer
reaches 0 or the Status Condition is cancelled, simply remove
the die.
2. Resolving Effects. Certain Status Conditions such as Poison and
Regen affect their targets on a Round-to-Round basis. For instance,
Poison reduces a victims HP by 10% of its current value for each
Status Phase it remains in effect. These effects are all calculated and
applied during the Status Phase.
3. Refreshing Auto-Status Conditions. In addition to the Status
Conditions inflicted during the course of the Round, combatants may
also be affected by Auto-Status Conditions of one sort or another. If
FINAL FANTASY THE ROLEPLAYING GAME 192
the Status Condition in question has been canceled during the
Round, it is automatically re-applied to the combatant during the
Status Phase.
Once all active Status Conditions have been addressed, the Round
ends, and a new Round begins at the Initiative Phase.
? Sample Status Phase
Now the Action Phase is over. There are two Status Conditions
in play as the Round enters the Status Phase; the Rozelle
Fangs Armor Down and Guard As Blind. Armor Down and
Blind both have a timer of 4; this is reduced to 3, meaning
the Status Conditions will wear off in another three Rounds
time.
Rodger: All right. Initiatives
Status Condition Descriptions
Combat in the FFRPG isn't limited to damage and healing; Status
Conditions play just as great a role in the outcome of a battle. Many
are consequences of indirect offensive strategies, but some are
designed to defend and enhance combatants abilities, giving them
an important edge in tough battles.
The considerable impact Status Conditions can have on the
battlefield makes their removal a prime tactical consideration.
Though most expire after a certain period of time, it may be in a
combatants best interests to get rid of them as soon as they arise.
Each Condition therefore has its own set of cures, any of which will
serve to remove or cancel it before the timer hits 0. The
alternative is to finish the battle as quickly as possible; for Status
Conditions with a limited duration, the Condition is automatically
cancelled once the battle concludes, regardless of how many
Rounds are left on the timer. Conditions with an unlimited duration,
however, will endure after battle, and last until healed by items,
magic, or recuperation.
The following section deals with both positive and negative Status
Conditions, detailing their effects as well as their remedies. The
negative Conditions are divided into seven categories based on
similarity of effect; positive Conditions are grouped into two.
STATUS IMMUNITIES
Some combatants may have an Immunity (I) to a given Status
Condition or category of Status Conditions. When any said Condition
or a Condition belonging to the Status category in question is
used against the combatant, their Immunity automatically reduces its
CoS to 0.
FATAL
Any Status Condition with the potential to instantly remove its victim
from the fight. For purposes of calculating immunities to effects, the
Fatal category also includes several related conditions which are
not Status Conditions in their own right, but still are considered
Fatal-type effects.
Condemned
Effect: A sinister spectre appears over the combatant, placing a fatal
curse upon them before vanishing into thin air. When the combatant
is first afflicted with Condemned, a four-Round timer starts. Should
the timer reach 0 before the battle ends, the combatants life
essences are torn from their body, instantly reducing them to 0 HP,
regardless of their current HP, ARM, and M. ARM ratings.
Canceled by: None

Death
The catchall category for any Ability that reduces a target to 0 HP,
regardless of current Hit Points, ARM or M. ARM ratings. This
includes the Equipment Abilities Death Touch and Death Strike.
Eject
The catchall category for any Ability that physically removes the
target from the battlefield. As they are not actually defeated by
doing so, Ejected opponents award no Items. Gil and XP gained from
an Ejected opponent are reduced by 50%.
Frozen
Effect: The combatant is frozen solid, caked with a layer of ice thick
enough to prevent them from performing any Actions or Zero
Actions until Frozen expires. If struck by Physical damage whilst in
this state, the resulting shock will reduce the Frozen combatant to 0
HP, regardless of current Hit Points, ARM, or M. ARM ratings. If
necessary, the combatants body can be carried around by allies
until Frozen wears off.
Canceled by: Fire Elemental Damage, Esuna
Gravity
The catchall category for any Ability that does damage based on a
percentage of the targets HP or MP, rather than a fixed amount.
Heat
Effect: A crackling shroud of intense heat surrounds the combatant,
leaving them on the verge of collapse. Should the combatant make
any Actions or Zero Actions while Heat is in effect, the resulting flare-
up will reduce the combatant to 0 HP, regardless of current Hit
Points, ARM, or M. ARM ratings. The effects of Heat are always
applied before the results of the Zero Action or Action that triggered
it.
Canceled by: Ice Elemental Damage, Esuna
Near-Fatal
The catchall category for any Ability that reduces a target to 1 HP,
regardless of current Hit Points, ARM, or M. ARM ratings.
MYSTIFY
Status Conditions that affect a combatants mental faculties.
Berserk
Effect: The combatant is consumed with indescribable fury,
abandoning tactics for an outright fighting frenzy. Generate Initiative
FINAL FANTASY THE ROLEPLAYING GAME 193
as normal; whenever the combatant is eligible to make an Action,
they make an immediate Attack Action against the nearest opponent
or inanimate object, striking for +50% damage. Should multiple
eligible targets exist, randomly determine which one is attacked.
Canceled by: Tranquilizer, Remedy, Wash, Esuna
Charm
Effect: The combatant becomes besotted with an opponent, obeying
their every command. Generate Initiative as normal; whenever the
combatant is eligible to make an Action, the combatant who originally
inflicted Charm may choose what Action their victim takes, if any.
Should the combatant who inflicted Charm be killed or otherwise
incapacitated before the Status is canceled, their victim will instead
make an Attack Action against a random ally every time they are
eligible to act. The same applies for situations where an ally or the
combatant themselves inflicted this Status Condition.
Canceled by: Physical Damage, Esuna
Confuse
Effect: The combatant's mind becomes clouded, distorting their
perception of reality. Generate Initiative as normal; whenever the
character is eligible to make an Action, roll a d8 and consult the
table below to determine what the character does. With only one
exception, all of the effects listed are Target: Random.

d8 Characters Action
1. Use Spell/Ability against ally. The combatant uses their
weakest Ability or one randomly-determined Spell of the
lowest available Level, targeting one ally. If neither is an
option, re-roll and apply the new result instead.
2. Recover ally. The combatant uses a Recovery Item or
Spell on one randomly-determined ally; this will always
be the most expensive Item or MP-intensive Spell at their
disposal. If neither is an option, re-roll and apply the
new result instead.
3. Attack random ally. The combatant makes an immediate
Attack Action against a randomly-determined ally, using
whatever Weapon they currently have equipped. Roll to
hit and calculate damage as normal.
4. Attack self. The combatant makes an immediate Attack
Action against themselves, using whatever Weapon they
currently have equipped. Roll to hit and calculate
damage as normal.
5. Attack random opponent. The combatant makes an
immediate Attack Action against a random opponent,
using whatever Weapon they currently have equipped.
Roll to hit and calculate damage as normal.
6. Attack random ally. The combatant makes an immediate
Attack Action against a randomly-determined ally, using
whatever Weapon they currently have equipped. Roll to
hit and calculate damage as normal.
7. Recover opponent. The victim uses a Recovery Item or
Spell on one randomly-determined opponent; this will
always be the weakest Item or least MP-intensive Spell at
their disposal. If neither is an option, re-roll and apply
the new result instead.
8. Use Spell/Ability against opponent. The victim uses either
their strongest Ability or one randomly-determined Spell
from the highest available Level, targeting one random
opponent. If neither is an option, re-roll and apply the
new result instead.
Canceled by: Physical Damage, Remedy, Esuna
Unaware
Effect: The combatant is distracted, leaving themselves open to
attack. Until they receive a turn, the next attack that deals Physical
damage against them inflicts +100% damage. In addition,
combatants under the effects of Unaware cannot roll to prevent an
opponent from making a successful Escape Action. If a combatant is
under the effects of Unaware when their turn arrives, they take no
action. Instead, Unaware is canceled
Canceled by: Physical Damage, Action, Alarm Clock
TOXIN
Status Conditions of a toxic nature.
Poison
Effect: The combatant is afflicted with a virulent poison, turning them
a sickly shade of purple. For every Status Phase that Poison remains
untreated for, the combatant loses a number of Hit Points equal to
10% of their current HP. A combatant with a total of 500 HP would
lose 50 HP the first Round, 45 the next, 40 the Round after that,
and so on.
Canceled by: Antidote, Remedy, Poisona, Wash, Esuna
Venom
Effect: A fast-acting, lethal poison has entered the combatant's body.
For every Status Phase that a combatant afflicted with Venom
remains untreated for, they lose a number of Hit and Magic Points
equal to 10% of their respective maximum values. A combatant with
a total of 500 HP and 250 MP, for instance, would lose 50 HP and
25 MP for each Status Phase Venom stays in effect.
Canceled by: Antidote, Remedy, Poisona, Esuna

SEAL
Status Conditions that prevent a combatant from making actions in
combat, or otherwise impair their ability to use their full arsenal of
offensive powers.
Blind
Effect: A dark haze settles over the combatant, severely impairing
their ability to locate opponents. Whilst afflicted with Blind, the
combatants ACC is reduced by 50%. In addition, any Critical Hits
scored when making the to-hit roll are ignored. Abilities that take an
Attack Action as a basis or do damage based on the currently
equipped Weapon have a flat CoS of 75% for as long as Blind
remains in effect. Similarly, Skill and Attribute Ratings for Task Checks
FINAL FANTASY THE ROLEPLAYING GAME 194
that require use of sight are reduced by 50%.
Canceled by: Eye Drops, Remedy, Wash, Esuna
Curse
Effect: A sinister black aura forms around the combatant, sealing
away their chi. A combatant afflicted by Curse may make no Slow or
Fast Ability Actions until cured of the Status Condition. Magic,
Reaction and Support Abilities are unaffected. VIT, SPR, and MAG
Attribute Ratings are reduced by 50% for purposes of making Task
Checks for as long as Curse is active.
Canceled by: Holy Water, Remedy, Esuna, Aura
Petrify
Effect: The combatants body begins to harden, flesh slowly turning
to stone. When the combatant is first afflicted with Petrify, a four-
Round timer starts. Should the timer reach 0 before the battle ends,
the petrification is complete; the combatant is turned to stone on the
spot with the same effects as the Stone Status Condition.
Canceled by: Soft, Remedy, Stona, Esuna
Silence
Effect: A zone of absolute silence forms around the combatant; while
sound penetrates in a normal fashion, they themselves can't even
hear themselves breathe, let alone speak. Until cured, a character
afflicted by Silence may not use Magic Abilities. All Skill and Attribute
Ratings for Task Checks requiring use of speech are reduced by
50%.
Canceled by: Echo Screen, Remedy, Esuna
Sleep
Effect: The combatant falls asleep on the spot, completely oblivious
to the dangers around them. Until this Status Condition is cured, the
combatant may make no Actions or Zero Actions during the course
of the Round, though they continue to generate Initiative as normal
and may take their turn if the Condition is canceled before it comes
up. The combatants EVA is also reduced to 0 for as long as Sleep
remains in effect. If necessary, the combatants body can be carried
by an ally until Sleep wears off.
Canceled by: Physical Damage, Alarm Clock, Remedy, Wash, Esuna
Stone
Effect: The combatant is turned into solid stone: impervious to all
damage and Status Conditions, but unable to make any Actions or
Zero Actions until Stone has been cured. If necessary, the
combatants body can be carried by an ally until Stone wears off.
Canceled by: Soft, Remedy, Stona, Esuna
TIME
Status Conditions that affect a combatants place in the flow of time.
Disable
Effect: The combatant is afflicted with a sluggish numbness, greatly
restricting their ability to act. Until cured, a combatant afflicted with
Disable may not make any Attack, Item or Defend Actions. STR, AGI,
and SPD Attribute Ratings are reduced by 50% for purposes of
making Task Checks for as long as Disable is active.
Canceled by: Bandage, Remedy, Esuna
Immobilize
Effect: The combatant is rooted to the spot, unable to advance or
retreat in any fashion. Until cured, a combatant afflicted with
Immobilize may not make any Full-Move Actions during the course of
the Round, and cannot attempt or prevent Escape Actions.
Furthermore, their EVA is reduced by 50%. Task Checks requiring
the use of movement automatically fail for as long as Immobilize
remains active.
Canceled by: Bandage, Remedy, Esuna
Sap
Effect: The combatant bleeds life force, gradually moving closer to
death. At the beginning of every Status Phase that Sap remains
untreated for, the combatant loses 5 HP for every 1 point of
Initiative they generated in the previous Initiative Phase.
Canceled by: Chronos Tear, Remedy, Esuna
Slow
Effect: The combatant is trapped in a pocket of localized time;
reactions are more sluggish than usual, making it virtually
impossible for them to gain the initiative over their opponents.
Targets affected by Slow halve their Initiative scores during the
Initiative Phase when determining the order of combat, and have
their Skill and Attribute Ratings reduced by 50% for purposes of
Task Checks requiring fast action or movement.
Canceled by: Chronos Tear, Remedy, Esuna, Haste, Stop
Stop
Effect: The combatant becomes frozen in stasis. No time passes for
the combatant; they do not generate Initiative, and may make no
Actions or Zero Action for as long as Stop remains active. Gains or
losses for Status Conditions like Poison, Regen and Venom are not
calculated while Stop remains in effect; Status Condition timers
with the exception of that of Stop itself will not decrease until Stop
has been removed. This includes the specialized timers used by
Petrify and Condemned. If necessary, the combatants body can be
carried by an ally until Stop wears off.
Canceled by: Chronos Tear, Esuna
TRANSFORM
Status Conditions that affect a combatants physical shape.
Mini
Effect: The combatant shrinks to a mere fraction of their former size.
While in this state, the combatants ARM and M. ARM are both
reduced by 50%; all Physical damage dealt by the combatant is
reduced to 1 damage, regardless of Strength, equipped Weapon or
the targets ARM rating. Other Abilities continue to function as
normal, and are not affected by this Status. All Task Checks using the
combatants STR and VIT Attribute Ratings will automatically fail as
FINAL FANTASY THE ROLEPLAYING GAME 195
long as Mini is active. Stealth and Escape rolls, however, gain a 50%
bonus.
Canceled by: Cornucopia, Remedy, Esuna, Mini
Toad
Effect: The combatant is turned into a slimy, croaking toad. While in
this state, the combatants ARM and M. ARM are both reduced by
50%; all successful Attack Actions made by the combatant inflict 1
damage, regardless of Strength, equipped weapon or the targets
ARM rating. The combatant cannot make any Ability Actions while in
this form; should they possess the Black Magic Spell Toad, however,
it may be cast as normal. All Task Checks taken while in Toad form
other than those involving Stealth, Swimming, Escape, or related
activities will automatically fail. Rolls against the latter Skills gain a
50% bonus.
Canceled by: Maiden's Kiss, Remedy, Esuna, Toad
Zombie
Effect: The combatant is drained of their life force, transforming
them into a green-skinned zombie. As they are effectively undead,
Recovery effects that would normally restore HP instead inflict an
equivalent amount of damage, not modified for ARM or M. ARM. A
Hi-Potion, for instance, causes 250 HP damage to a combatant with
Zombie. Any effect that revives an unconscious combatant or
restores Hit Points to maximum instead has a CoS of (M. ACC - 50),
M. Evasion of instantly reducing a Zombied combatant to 0 HP,
regardless of current Hit Points, ARM, or M. ARM.
Drain attacks are also reversed; all damage inflicted by such an
attack on a target affected by Zombie is subtracted from the
attackers HP instead, with the combatant regaining an amount of
HP equivalent to that lost by its attacker. In addition to this, the
combatant gains Immunity to Death-type Status Conditions and
Condemned for as long as Zombie remains in effect.
For purposes of resolving Task Checks which use Social Skills, the
characters Skill Ratings are decreased by 50% for as long as
Zombie remains in effect.
Canceled by: Holy Water, Remedy, Wash, Esuna
WEAKEN
Status Conditions which diminish a combatants general fighting
ability.
Agility Break
Effect: The combatant feels sluggish and heavy; all sense of
coordination seems to leave them. For as long as Agility Break
remains in effect, the combatants EVA and ACC are both decreased
by 50%; The characters initiative score is decreased by 4 when
calculated at the start of the round. For purposes of Task Checks,
the characters AGI Rating is also decreased by 50%.
Canceled by: Esuna, Agility Up, Agility Down
Agility Down
Effect: The combatants movements become awkward and
uncoordinated. For as long as Agility Down remains in effect, the
combatants EVA and ACC are both decreased by 25%; The
characters initiative score is decreased by 2 when calculated at the
start of the round. For purposes of Task Checks, the characters AGI
Rating is also decreased by 25%.
Canceled by: Esuna, Agility Up, Agility Break
Armor Break
Effect: The combatant feels fragile and vulnerable at once; formerly-
impervious defenses suddenly seem inadequate at best. The
combatants ARM is reduced by 50% for as long as Armor Break
remains in effect.
Canceled by: Esuna, Armor Up, Armor Down
Armor Down
Effect: The combatants defenses are weakened, making them more
vulnerable to incoming attacks. The combatants ARM is decreased
by 25% for as long as Armor Down remains in effect.
Canceled by: Esuna, Armor Up, Armor Break
Element Weak
Effect: The combatant is temporarily left vulnerable to a specific
Combat Element. Treat this as if the combatant had a Weakness (W)
to the Element in question.
Canceled by: Esuna, Element Resist, Element Immune, Element
Absorb
Lock
Effect: A glowing set of crosshairs encloses the combatant, magically
guiding incoming attackers. EVA and M. EVA are both reduced by 20
for as long as Lock remains in effect.
Canceled by: Esuna
Magic Break
Effect: The combatants spellcasting powers weaken; fireballs
suddenly sizzle rather than scorch and other elemental destruction
is a mere shadow of its former self. For as long as Magic Break
remains in effect, all magical damage inflicted by the combatant is
reduced by -50%.
Canceled by: Remedy, Magic Up, Magic Down, Esuna
Magic Down
Effect: The combatant feels their innate mystical energies dulling,
compromising their ability to channel magic. For as long as Magic
Down remains in effect, all magical damage inflicted by the
combatant is reduced by -25%.
Canceled by: Remedy, Magic Up, Magic Break, Esuna
Meltdown
Effect: A hazy, deep-red aura forms around the combatant,
rendering all armor useless. The combatants ARM and M. ARM are
both reduced to 0 for as long as Meltdown remains in effect. For
purposes of Task Checks, the characters VIT Rating is also
decreased by 25%.
Canceled by: Remedy, Esuna
FINAL FANTASY THE ROLEPLAYING GAME 196
Mental Break
Effect: The combatants mental defenses fade, leaving them highly
vulnerable to hostile magic. The combatants M. ARM is decreased
by 50% for as long as Mental Break remains in effect. For purposes
of Task Checks, the characters MAG Rating is also decreased by
50%.
Canceled by: Remedy, Mental Up, Mental Down, Esuna
Mental Down
Effect: The combatants innate magical defenses suddenly weaken,
diminishing their ability to weather incoming spells. The combatants
M. ARM is decreased by 25% for as long as Mental Down remains in
effect. For purposes of Task Checks, the characters MAG Rating is
also decreased by 25%.
Canceled by: Remedy, Mental Up, Mental Break, Esuna
Power Break
Effect: The combatant feels all strength deserting them, robbing
their blows of any impact they might have once possessed. For as
long as Power Break remains in effect, all physical damage inflicted
by the combatant is reduced by -50%; for purposes of Task Checks,
the characters STR Rating is also decreased by 50%.
Canceled by: Remedy, Power Up, Power Down, Esuna
Power Down
Effect: The combatant feels strangely weak; where they strike, their
attacks cannot muster as much force as usual. For as long as Power
Down remains in effect, all physical damage inflicted by the
combatant is reduced by -25%; for purposes of Task Checks, the
characters STR Rating is also decreased by 25%.
Canceled by: Remedy, Power Up, Power Break, Esuna
Spirit Break
Effect: The combatant feels dull-witted and scatter-brained, utterly
unable to concentrate for any length of time. For as long as Spirit
Break remains in effect, the combatants M. EVA and M. ACC are
both reduced by 50%. For purposes of Task Checks, the characters
SPR Rating is also decreased by 50%.
Canceled by: Remedy, Spirit Up, Spirit Down, Esuna
Spirit Down
Effect: The combatant loses concentration, finding it difficult to focus
intensively on any one thing. For as long as Spirit Down remains in
effect, the combatants M. EVA and M. ACC are both reduced by
25%; for purposes of Task Checks, the characters SPR Rating is
also decreased by 25%.
Canceled by: Remedy, Spirit Up, Spirit Down, Esuna
BARRIER
Status Conditions that create distinctive energy fields around
combatants, increasing their defense against certain types of attack.
Element Absorb
Effect: The combatant is temporarily steeped in a specific Combat
Element, allowing them to absorb all damage associated with it.
Treat this as if the combatant had an Absorbance (A) to the Element
in question.
Canceled by: Dispel, Debarrier, Element Weak
Element Immune
Effect: The combatant is temporarily immune to the effects of a
specific Combat Element, allowing them to negate all damage
associated with it. Treat this as if the combatant had an Immunity (I)
to the Element in question.
Canceled by: Dispel, Debarrier, Element Weak, Element Absorb
Element Resist
Effect: The combatant is temporarily fortified against a specific
Combat Element. Treat this as if the combatant had a Resistance (R)
to the Element in question.
Canceled by: Dispel, Debarrier, Element Weak, Element Immune,
Element Absorb
Element Spikes
Effect: The combatant is surrounded by a hazy, colored energy field;
as opponents draw near, the energy solidifies, turning into wicked
spikes of fire, ice or surging thunder. Any successful non-Ranged
Attack made against the combatant triggers the Element Spikes,
inflicting (2 x MAG) Elemental damage on the attacker. The Element
in question is determined when Element Spikes is first applied.
Damage inflicted by Element Spikes is not reduced by M. ARM, but
may be adjusted for Elemental Weaknesses, Immunities and the like.
Canceled by: Dispel, Debarrier
Protect
Effect: The combatant is encased in a cocoon of power which
absorbs the kinetic energy of incoming attacks. Whenever a
combatant under the effects of Protect is struck by Physical damage
or Elemental damage reduced by Armor, that damage is reduced by
50% after it has been modified for ARM.
Canceled by: Dispel, Debarrier
Reflect
Effect: The combatant is surrounded by a blue aura capable of
deflecting magical energies back at their respective sources.
Whenever a Spell hits a combatant affected by Reflect, there is a
chance that the magic will instead bounce off to strike a random
opponent. Whether or not this depends on the Spell, and will be
given in the Spells individual description.
Spells that target multiple combatants will reflect once for each
combatant with Reflect struck. For instance, a Fira Spell inflicting 60
Fire Elemental damage before ARM, striking two combatants with
Reflect, would result in two 60-damage Fira Spells bouncing back at
random opponents. Any given Spell can only be reflected once,
however; Reflect has no effect on magic already reflected off
another target.
Canceled by: Dispel, Debarrier
FINAL FANTASY THE ROLEPLAYING GAME 197
Resist
Effect: The combatant is inoculated against all harmful and abnormal
conditions. For as long as Resist remains in effect, the combatant is
considered to have Immunity to all Fatal-type, Mystify-type, Seal-
type, Time-type Toxin-type, Transform-type and Weaken-type Status
Conditions.
Canceled by: Dispel
Shell
Effect: The combatant is encased in a cocoon of power that saps the
energy of incoming spells, substantially reducing their effectiveness
in the process. Whenever a combatant under the effects of Shell is
struck by Magical damage or Elemental damage reduced by M.
Armor, that damage is reduced by 50% after it has been modified
for M. ARM.
Canceled by: Dispel, Debarrier
Shield
Effect: The combatant is fully enclosed by a glittering dome of
magical energy, essentially cutting them off from the general melee.
For as long as the Shield remains active, all damage done to the
combatant is automatically reduced to 0. All Status Conditions
positive or negative and Recovery effects, Items included, are
similarly nullified. Any preexisting Status Conditions are also
nullified.
Canceled by: n/a
Status Immune
Effect: The combatant is temporarily immune to the effects of a
specific Status Condition or group of Status Conditions. Treat this as
if the combatant had an Immunity (I) to the Condition or
Conditions in question.
Canceled by: Dispel
Wall
Effect: An invisible barrier of impenetrable force surrounds the
combatant, nullifying physical attacks. Whenever a combatant under
the effects of Wall is struck by Physical damage or Elemental
damage reduced by Armor, that damage is reduced to 0.
Canceled by: Dispel, Debarrier
STRENGTHEN
Status Conditions that increase a combatants fighting potential and
equipment power.
Accelerate
Effect: The combatant moves with greater speed, covering ground at
a far more rapid pace. While under the effects of Accelerate, a
combatants SPD is doubled for purposes of calculating movement
rates; for purposes of Task Checks, the characters Speed Rating is
increased by 25%.
Canceled by: Dispel, Slow
Accuracy up
Effect: The combatant's blows land fast and true, bypassing shields,
dodges, and parrying attempts with equal ease. For as long as
Accuracy Up remains in effect, the combatants ACC is increased to
255.
Canceled by: Dispel
Agility up
Effect: The combatant becomes more nimble, allowing them to strike
and dodge with greater ease. For as long as Agility Up remains in
effect, the combatants EVA and ACC are both increased by 25%.
The characters initiative score is increased by 2 when calculated at
the start of the round. For purposes of Task Checks, the characters
AGI Rating is also increased by 25%.
Canceled by: Dispel, Agility Down, Agility Break
Armor up
Effect: The combatant feels skin and armor harden, enhancing their
defensive capabilities. For as long as Armor Up remains in effect, the
combatants ARM rating is increased by 25%.
Canceled by: Dispel, Armor Down, Armor Break
Aura
Effect: The combatant is surrounded by an invigorating golden glow.
For as long as Aura remains in effect, all Charge Times for Ability
Actions taken by the combatant are halved.
Canceled by: Dispel, Curse
Blink
Effect: The combatant phases between solid and immaterial states at
random intervals, increasing their ability to escape attack. The
combatants EVA is increased by 20 for as long as Blink remains in
effect.
Canceled by: Dispel
Critical up
Effect: The combatant's blows are drawn towards opponents' weak
spots, increasing the likelihood of a lucky hit in the right place. For
as long as Critical Up remains in effect, the combatant's CoS for
landing Critical Hits is at +100%. By default, this mean that Critical
Hits will occur on a 1 to 20 rather than a 1 to 10, though this effect
also stacks with Critical+, Critical++, and Signature Weapon.
Canceled by: Dispel
Flight
Effect: The combatant gains the ability to move through air, traveling
over hindering environmental features almost effortlessly. While in
this state, the combatant can move over hazardous terrain such
as lava flows and spiked floors with no ill effects, and suffers no
movement modifiers for terrain. Combatants under the effects of
Flight cannot be reached by Melee effects; this Status Condition also
protects against certain other attacks, such as Quake.
Canceled by: Dispel, Drag
FINAL FANTASY THE ROLEPLAYING GAME 198
Float
Effect: The combatant hovers a half-meter off the ground, seemingly
suspended on thin air. While in this state, the combatant can move
over hazardous terrain such as lava flows and spiked floors with
no ill effects, and suffers no movement modifiers for terrain.
However, movements become more difficult to control, making it
impossible to take Full-Move Actions. Float may also protect against
certain attacks and Abilities; if so, this will be noted in the relevant
description.
Canceled by: Dispel, Drag
Haste
Effect: The combatant is surrounded by a red aura; when they move,
it is with such speed that they appear like a blur to the untrained
eye. Combatants affected by Haste double their Initiative scores
during the Initiative Phase when determining the order of combat,
and may gain additional Actions as a result of this see the rules
on Extreme Initiative on page 4 for more details. If in a Scene where
no Initiative is generated, Haste bestows two Actions by default. For
purposes of Task Checks, the characters SPD Rating is also
increased by 50%.
Canceled by: Dispel, Slow
Magic up
Effect: The combatant is imbued with a sudden surge of magical
energy, greatly increasing their spellcasting potential. All magical
attacks inflict +25% damage for as long as Magic Up remains in
effect.
Canceled by: Dispel, Magic Down, Magic Break
Mental up
Effect: The combatant becomes exceptionally strong-willed, granting
them superior protection against magic. For as long as Mental Up
remains in effect, the combatants M. ARM rating is increased by
25%. For purposes of Task Checks, the characters MAG Rating is
also increased by 25%.
Canceled by: Dispel, Mental Down, Mental Break
MP Half
Effect: The combatant is fortified with ambient magic, greatly
increasing their own mana reserves. For as long as MP Half remains
in effect, all Magic effects with an MP cost have their costs lowered
by 50%. Fira, for instance, would only cost 11, rather than 22 MP to
cast for a combatant under the effects of MP Half.
Cancelled by: Dispel
MP Quarter
Effect: The combatant's ability to channel magic is strengthened,
significantly reducing the amount of mana they must sacrifice to cast
magic. For as long as MP Quarter remains in effect, all Magic effects
with an MP cost have their costs lowered by 25%. Fira, for instance,
would only cost 17, rather than 22 MP to cast for a combatant under
the effects of MP Quarter.
Canceled by: Dispel
Power Up
Effect: The combatant is imbibed with a sudden surge of physical
strength, allowing them to attack with greater force. For as long as
Power Up remains in effect, the combatants physical attacks inflict
+25% damage. For purposes of Task Checks, the characters STR
Rating is also increased by 25%.
Canceled by: Dispel, Power Down, Power Break
Regen
Effect: The combatant is surrounded by a green aura that slowly
begins to heal their injuries, regenerating accumulated damage over
time. Whilst under the effects of Regen, a combatant recovers an
amount of HP equivalent to 10% of their maximum HP score at the
beginning of each Status Phase.
Canceled by: Dispel
Reraise
Effect: A golden halo of vital energy hovers over the target. If any
attack or other event should ever reduce a combatant under the
effects of Reraise to 0 or fewer HP, Reraise will immediately cast the
Spell Raise on them. The Status Condition automatically expires once
the target has been resurrected.
Canceled by: Unconscious, Dispel
Ruse
Effect: The combatant is surrounded by mirror images, confounding
and confusing foes in equal measure. The combatants EVA is
increased by 40 for as long as Ruse remains in effect.
Canceled by: Dispel
Spirit Up
Effect: The combatant is gifted with a burst of spiritual energy,
infusing their incantations and fortifying their mind against harmful
magics. For as long as Spirit Up remains in effect, the combatants
M. EVA and M. ACC ratings are both increased by 25%. For
purposes of Task Checks, the characters SPR Rating is also
increased by 25%.
Canceled by: Dispel, Spirit Down, Spirit Break
Vanish
Effect: The combatant is turned completely transparent, rendering
them invisible for all intents and purposes. Combatants affected by
Vanish may not be targeted by normal Attacks, Spells or Abilities,
though they will still take damage if the Group or Party they belong
to is targeted; attacks with the All designation will also affect them.
Stealth rolls made while under the effects of Vanish gain a 50%
bonus; monsters using the Day Vision sense to detecting a target
under the effect of Vanish do so with a Conditional Modifier of -70.
Canceled by: Dispel, Damage
FINAL FANTASY THE ROLEPLAYING GAME 199
THE SPOILS OF BATTLE
If the PCs prevail over their opponents, they will be rewarded for
their troubles. This payoff can come in the following three forms:
Gil and XP. Every defeated opponent has a value in Gil and XP. For
simplicitys sake, these values are tallied up for all opponents
defeated in the course of the battle, taking into account any foes
that were Ejected from the fight or ran away on their own accord.
The total is then divided evenly among all PCs.
The way I see it, every battle brings
you one step closer to your dream.
Seifer Almasy
FINAL FANTASY VIII
How the reward is claimed is another matter entirely; though
finding 300 gold pieces on a dead shark is well and acceptable for a
Final Fantasy game, some GMs may prefer to adopt a more realistic
approach. For this reason, it may be convenient to think of the Gil
value as representing the economic value of hides, bones, fangs
and other by-products derived from the monsters corpse. Stripping
these requires a successful roll against Scavenge, with the Gil
equivalent being awarded once the party drags their harvested
odds and ends to the nearest trader.
Items. Provided they havent been Ejected, some opponents may
also drop more concrete rewards: Recovery, Battle or Support
Items, pieces of Armor or Weapons, Materials, or other odds and
ends whose uses may not be immediately obvious. Again, how the
GM chooses to award such equipment is a matter of individual
discretion; the rewards can either drop directly from the monster
cheerfully ignoring the logical problems inherent in, say, a high-class
suit of mail being pulled off the corpse of a dinosaur or be
processed from the monsters remains, requiring a successful
Scavenge roll and trip into town to redeem.
Unlike Gil and XP, item rewards will rarely come in quantities large
enough to make a totally even split possible, meaning PCs must
decide amongst themselves who walks away with the loot. More
detailed notes on determining rewards and drops for monsters can
be found in Chapter 10 and Appendix II.
? Dividing the Spoils (1)
A few short rounds later, the Guards and their charge have been
wiped out. Rodger consults his notes
Rodger (GM): With a feeble croak, the second Guard collapses,
armor rattling. You gain 120 XP and 90 Gil apiece from the
encounter. In addition (rolling) You find a Potion and two
Tinctures.
Rob (Hiro): Ill take the Potion. I used one up healing Mint earlier,
so its only fair.
M (Haze): What about the Tinctures?
Blair (Mint): Carls character is the only one who can really use
them at the moment. Id say let him have them.
? Dividing the Spoils (2)
Rob: Fine by me.
Carl (Kumani): All right. Ill take em. Now, the next big question is
how do you want to take it from here on?
Blair: We cant be sure that fight didnt attract more trouble just
yet. If we just charge ahead, we could get ourselves in some
serious hot soup.
Carl: Playing it cautiously might be smarter. We should send our
stealthiest party members up through the door to scout out the
situation; the rest will follow at a safe distance and be ready to
back them up if they run into any trouble.
Rob: Sounds good to me. Thatd be Mint and Haze?
Blair: Yep.
M: Sure. If we can pick off the guards in small numbers and avoid
tripping any alarms
SPECIAL CIRCUMSTANCES
Not every battle is a straightforward face-off. Sometimes, characters
will find themselves fighting under unusual circumstances that
require them to exercise additional strategy and care.
Ambush and Surprise
The element of surprise has always had its place in Final Fantasy
battles. In earlier games in the series, combat occurred randomly,
meaning that monsters seemed to literally pounce on the heroes
from out of nowhere. In the FFRPG, however, characters can pick
their battles if they spot a monster before it spots them, they can
always elect to turn around, sneak by, or prepare for the fight before
it happens. With enough foresight, a party may even turn the tables
on its opponents and surprise them, throwing the odds in their favor.
An ambush can only take place if the ambushing party is aware of
their victims presence and has managed to conceal their own.
Under most circumstances, this requires an Opposed Task Check
pitting the ambushers Stealth against their targets Awareness.
Each participant rolls separately. Though there are no Conditional
Modifiers by default, they can be assigned as needed if
circumstances or the difference in average Level between the two
groups seem like they would affect the outcome.
If the ambushers managed to beat their victims' rolls across the
board, the ambush is successful, and the first Round in the ensuing
battle will be a Preemptive Round. During this Round, only the
ambushing party is allowed to make Actions; roll for Initiative as
normal amongst the members of the attacking party, then assign
Actions. The victims of the ambush generate no Initiative during this
Round, and are afflicted with the Status Condition Unaware. After all
Actions have been resolved, the battle carries on as usual, with both
sides making Actions and rolling for Initiative.
If some members of the ambushed party managed to beat the
ambushers Stealth rolls but the majority remained unalerted, run a
Preemptive Round as normal. In this instance, any opponent whose
Awareness beat their ambushers Stealth rolls is exempt from being
FINAL FANTASY THE ROLEPLAYING GAME 200
Unaware during the Preemptive Round.
If the majority of the ambushed party managed to beat the
ambushers Stealth rolls but the ambushers still had enough time to
spring a surprise attack before their quarry could react, run a
Preemptive Round. All victims of the ambush are exempt from the
Unaware Condition.
If the ambushing party was completely unable to beat their
targets' rolls, battle proceeds as normal. No Preemptive Round is
run.
? Ambush in Action (1)
With Hiro and Kumani at their backs, Haze and Mint creep
through the dungeon complex, keeping a close ear open for
passing patrols.
Rodger (GM): This far up, you're beginning to glimpse the
scarcest glimmers of natural light filtering in from grilles in the
floor above, throwing little mosaics and patterns on the metal
underfoot. You can hear faint voices; the sound of weapons
rattling, of footsteps suggesting passing patrols.
M (Haze): As long as they stay above ground
Rodger: Give me a roll for Awareness, both of you.
Blair (Mint): (rolling) 60.
M: (rolling) 42.
Rodger: Theres a dull rattle; chains being lowered, hidden
machinery in the wall ticking over just up ahead. Sounds like
theres an elevator coming down further along the corridor.
Blair: Any chance we can get into position to attack before
they know were coming?
Rodger checks his notes. The elevator to the dungeon level is
closed; realistically speaking, the guards wouldnt know they
were walking into an ambush until the doors opened. In this
case, the Stealth check can be waived in favor of a simple
Opposed Attribute Check.
Rodger: Youll have to move fast. Attribute Checks against
Speed, please.
M: (rolling) 35.
Blair: (rolling) 18.
Rodger makes separate rolls for the three Guards coming
down the lift; Mint and Hazes rolls beat all of them.
Rodger: You manage to reach the elevator cage a half-minute
before the heavy brass car slams into position. A mailed hand
closes around the wire mesh, pushing it back; the first guard
steps out, adjusting his visor
Blair: We attack!
Rodger: The mechanoid barely has time to react before you
close in, weapons drawn. Preemptive Round roll for
Initiatives.
? Ambush in Action (2)
M: (rolling) 3 plus Speed 8 equals 11.
Blair: (rolling) 7. comes out to 15.
Rodger: Mint acts first, followed by Haze. Guards A, B and C
arent Unaware, but youve got surprise on your side. Blair,
whats your action?
Blair: Mintll jump forward, trying to smack Guard A across the
face with her rod before he has a chance to go for his
weapon.
Rodger: All right. Roll to hit
REINFORCEMENTS
Battles arent an invite-only affair; additional combatants may come
in on either side of the engagement during either the Initiative or
Action Phases, automatically joining a Party or Group in the process
if applicable. Reinforcements that enter during the Action Phase do
not generate Initiative, and cannot act until the following Round.
Depending on the circumstances, new arrivals may transform an
ongoing battle into a Pincer Attack see below for more details.
? Reinforcements in Action
Two Rounds later, one Guard is down and another is on his
last legs. Suddenly, the elevator car begins to ascend
Rodger (GM): and thats 14 damage to Guard C.
Deathsight's crony staggers back, the light in his visor
flickering erratically as he tries to steady himself. Mints about
to act when the loud rattle of chains being pulled taut
interrupts the proceedings; for a second time, the elevator car
has arrived at the dungeon level, searchlights flickering as the
cage slides open, revealing four more Guards.
Blair (Mint): They're coming in during the Action Phase? Are
they going to act this Round?
Rodger: No.
Blair: In that case, Mints going to bash the nearest new
arrival. Lets see if we cant even those odds a little bit
PINCER ATTACKS
A Pincer Attack occurs when one side completely encircles the other.
As a result, the encircled combatants must split their attention
between multiple groups of opponents, potentially leaving them
open to an attack from behind. In-game, this is represented by
dividing the battle into two faces a Left Face and a Right Face,
roughly representing the two major flanks of the attack. The
example on the next page shows a party hemmed in by monsters:
FINAL FANTASY THE ROLEPLAYING GAME 201


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Any combatant involved in a Pincer Attack must decide which facing
Left or Right they have. Switching facing from Left or Right or
vice versa is a Zero Action, but must be declared at the beginning
of a combatant's turn. Combatants in the encircled party may only
attack opponents who share their facing, while the encircling side
can attack either facing at will. Furthermore, whenever a combatant
in the encircling party attacks an opponent who does not share his
facing, that opponent is considered to be Unaware. To compensate,
the opponent may switch facing as a Reaction if they take damage
from a foe they are Unaware to.
Pincer Attacks last for as long as the encircling side keeps
combatants on both the Left and Right Faces. As soon as this stops
being the case, the Pincer Attack breaks up; combat proceeds as
normal.
? Pincer Attacks in Action
The Initiative Phase of Round 3 sees Haze and Mint trapped by
enemy reinforcements. The two prepare for a bitter struggle.
Rodger (GM): With six Guards and just two of you, youre
completely surrounded. Give me facings; the six Guards A, B, C,
D, E and F are split evenly between the two.
M (Haze): Ill face left, Mint will face right. Thatll at least give us
even odds.
Blair (Mint): Fine.
Rodger: All right. Roll for Initiatives.
M: (rolling) 4 plus Speed 8 equals 12.
Blair: (rolling) 2. plus Speed 8 equals 10.
Rodger rolls Initiative for the Guards in secret, coming up with
Initiatives of 13, 7, 6, 14, 8 and 9.
Rodger: All right. Initiative order is as follows: Guard D, Guard A,
Haze, Mint, Guard F, Guard E, Guard B and Guard C.
Blair: yeah, this is gonna hurt. A lot.
Rodger: (rolling) And theyre off! Guard D's visor flashes bright as
he slashes at Hazes back; our favorite Dark Knights not facing
him, so hes considered Unaware and takes double damage.
M: Wonderful. How bad is it?
Rodger: (rolling) Haze takes 9 damage, doubled to 18 for being
Unaware do you want to change facing?
M: Im staying the course here.
? Pincer Attacks in Action (2)
Rodger: (rolling) Good call the wounded Guard A throws himself
at Haze before his comrade has even begun to step back. The
impacts as much kinetic energy as surprise, damn near knocking
the air out of your lungs. (rolling) 7 damage, but youre sharing his
facing, so no mods this time. Haze, youre up.
Blair: May as well finish off Guard A while weve still got the chance.
M: Healing might be a better idea Im getting beat up something
fierce out here. Kumani and Hirod better get a move on.
TIMED BATTLES
Adding a time limit to a battle is a great way to ratchet up the
tension. More importantly, reasons for doing can vary dramatically
the heroes may be trying to escape a collapsing palace, engaged in
a contest to subdue and defeat as many Ochus as they can in the
space of 10 minutes, or only have a scant half-hour before the
Empires Justice Tower takes out rebel headquarters.
When setting up a timed battle, the GM begins by establishing the
time limit. This will usually be in minutes, and ideally in increments of
5. Next, that limit is converted into 'ticks' by multiplying it by 60.
When a battle takes place, every Round that elapses in combat
reduces the total timer by a number of ticks equal to the Rounds
highest non-Extreme Initiative minus the lowest Initiative for that
Round. Intervening time, including travel and other activities
between battles, reduce the timer at the GMs discretion. Should the
timer hit 0 before the heroes have accomplished their objective, its
game over.
Another way to run timed battles is to give the party a certain
amount of time during which they must hold out against attack. For
instance, the party may be defending a critical location against
opposing forces, and must hold their ground for at least 10 minutes
to give reinforcements time to arrive.
CHAPTER GLOSSARY
The following list recaps some of the most important concepts
introduced in this chapter for quick reference.
Ability Action. Any Action using Slow, Fast, or Magic Abilities,
including Spells.
Adverse Terrain. Terrain that reduces movement by 50%.
Attack Action. Attacking an opponent with an equipped Weapon.
Automatic Miss. A Botch in an Attack Action.
Brawling. Attack Actions without a Weapon equipped.
Critical Hit. A Critical Success in an Attack Action.
Combat Movement. Movement undertaken as part of an attack.
Difficult Terrain. Terrain that reduces movement by 25%.
Defense Action. Giving up all Actions and bracing for damage.
Escape Action. Action resulting from a combatants attempts to
withdraw to a safer position.
Extreme Initiative. An Initiative of 35 or higher. Entitles a
combatant to additional Actions.
FINAL FANTASY THE ROLEPLAYING GAME 202
Full-Move Action. An Action spent entirely on movement.
Item Action. Action involving using items or changing equipment in-
battle.
Pincer Attack. Battle in which one side complete encircles the
other.
Preemptive Round. Specialized Round resulting from ambush.
Trigger Action. An Action involving a Task Check.
Unconscious. Condition in which a PC or NPC has been reduced to
0 or fewer HP.
Wait. Delay acting for a certain number of ticks.
FINAL FANTASY THE ROLEPLAYING GAME 203
VIII
____________________
MAGIC

"Now, for my next trick, I will make


you all... disappear!"
Kefka Pallazo
FINAL FANTASY VI
Magic is a fundamental and natural part of the world, manifest in all
things animate and inanimate. The flow of magical energy, or mana,
in the world as a whole is essential to its well-being; only so long as
the power of the elements is unchecked can the wind continue to
blow, the earth continue to be fertile, the cycle of life and death go
on. All of the world's inhabitants, whether conscious of it or not,
have some small part of this force inside them; with training, it can
be turned into a weapon more powerful than mere blade or brawn,
more devastating than all but the farthest-reaching technologies.
Most worlds contain at least some degree of background magic
enough mana to sustain life on the world itself, but a far cry from
the sheer amount of free energy needed to fuel true spellcasting.
The existence of Mages depends heavily on the presence of objects
that reinforce and amplify this weak level of natural magic to the
point where it can be actively shaped.
MAGICITE
Certain kinds of naturally-occurring crystals have been found to be
curiously sympathetic to the flow of mana, able to focus, store and
even amplify natural elemental forces. Such crystals are known as
magicite, and can vary widely in both size and power. At its smallest,
magicite can be little more than a microscopic powder trapped within
larger rock formations, creating unusual phenomena through pent-
up mana. A stone charged with a modest amount of Fire energy, for
instance, would feel unusually warm to the touch, though its
sorcerous uses are next to nil. Conversely, genuinely titanic magicite
formations such as the legendary Four Crystals are magical
reservoirs without peer, capable of raising and destroying nations
with equal ease.
Magicite can be used for any number of purposes, ranging from
powering machinery to enriching soil. Most magically-empowered
equipment is constructed by binding the rush of energy freed by the
destruction of magicite fragments into the item during the creation
process; more powerful arms and armor may be made of pure
magicite crystals, and are capable of absorbing and channeling
significant amounts of magical power.
BATTLE ITEMS
Almost all creatures have some amount of magicite in their bodies,
allowing them to channel mana for their own uses. Upon death, part
of the magical energy that has passed through the creature may
linger in its magicite; parts of the creature that have particularly
high concentrations of magicite can even be harvested to make a
Battle Item. Such frozen magic is typically more common in the
remains of creatures of arcane origin, such as Bombs; virtually any
fragment of their bodies can be used to unleash a small spark of
offensive spellcasting in the right hands.
ECOLOGIES OF MAGIC
Even as it sustains life, magic in turn creates its own ecology,
ranging in scale from animal-like nature spirits to the primitive
elementals, creatures 'birthed' by large masses of elemental energy
converging on a single location. At the tip of the proverbial totem
pole are the Summons, known by a million and one names
throughout the universe; such creatures typically dwell on planes of
pure power connected to a world by only the most tenuous of links,
drawn into material existence by the persuasive talents of Caller and
Summoner alike.
The environment, too, interacts with raw flows of magic,
resonating where the elements are most sympathetic. The heat of a
volcano, for instance, can tie together many streams of Fire
Elemental energy, creating a reservoir of mana favorable to arcane
creatures and spellcasters alike. Similarly, a lightning strike during a
ferocious thunderstorm attracts Lightning Elemental energy; a
torrential rainfall leads to the accumulation of Water Elemental
power. For those who rely on the might of the elements, careful
consideration of ones surroundings is an important factor in
effectively shaping these energies.
SPELLCASTERS
Active wielders of magical power vary wildly in shape and scope.
With sufficient training and physical discipline, warriors can channel
elemental flows into their techniques; to them, this force is known as
chi and accounts for much of their power in battle. However, such
applications are rigid, depending as much on the warriors physical
prowess as on their awareness of the magical basis underlying
them. A true Mage can actively twist and focus raw flows of magic
into physical, visible forms; dark mists, freezing gales, howling
storms, and scorching waves of fire.
The spellcasting procedure itself depends on the power and
experience of the mage in question. Beginners rely heavily on sub-
vocalized incantations to focus the power necessary to unleash their
Spell of choice; more advanced practitioners can invoke magic with
nothing more than a simple hand-gesture. Once prepared, all Spells
FINAL FANTASY THE ROLEPLAYING GAME 204
can be activated by a spoken word usually the spell's name , such
as 'Cura!' or a more grandiose command, such as "Star fire,
awaken and deliver your judgment! Firaga! However, it should be
noted that such pronouncements are usually delivered more for
intimidation value than actual practicality; in both cases, the results
are the same.
Faolos cheos de vanda! Zorda ramud
feolio... Zomal, Reeve of Time, by oath
unto you am I bound. Timeless, cross you
now the vastness of Time's gulf. Throw
wide Her gates that we may pass!
Loffrey Wodring
FINAL FANTASY TACTICS
Casting magic also has a visual aspect, as mana drawn by casters
from the immediate environment solidifies into motes of light just
before entering the caster's body. How noticeable this is depends on
both the power of the caster and the amount of mana required by
the Spell; particularly adept magicians can disguise these 'mana
signatures' to make even high-intensity spellcasting effectively
invisible.
THE ELEMENTS OF MAGIC
The classification of magic has occupied scholars for centuries. Even
to this day, the finer details of magical taxonomy can be fuel for
considerable debate. Certain aspects, however, are considered to be
universally agreed on. Among them is the fact that mana is the basic
building-block of magic; though further diversified and refined, raw
mana can be used to drive a wide variety of helpful and harmful
effects. From here, all magic can be broadly broken up into three
major groups of forces Elemental, Cosmic and Life.
The Elemental forces are sometimes also called natural forces,
deriving that designation from the fact that they are inextricably tied
to natural phenomena. The most common of these involve the four
basic elements Earth, Fire, Wind and Water which in turn
combine to form the distinctive para-elements of Lightning and Ice.
To these are added Bio, Holy and Shadow. The inclusion of the latter
two is problematic for those who see them as supernatural rather
than mundane forces. As a result, in some quarters the latter three
are not considered elements at all, and simply excised from the
reckoning. The collective grouping of these nine Earth, Fire, Air,
Water, Lightning, Ice, Bio, Holy and Shadow is referred to as the
Combat Elements; spells focusing their power are intended for harm
and destruction more often than not.
Outside the domain of the elements is the force of Cosmos; its
components are Time and Gravity, the distortion of which forms the
basis of the Time Mages curious powers. In many cases, the end
result is a roundabout way of accomplishing what elemental magic
will easily do in skilled hands; rather than launch a fireball, a Time
Mage will twist the forces of Time and pluck a comet shower from
distant antiquity just long enough to bombard their opponents into
submission.
The final component of the magical spectrum is another
overarching force, Life, given power by the cycle of birth and death
and the migration of souls. Though not inherently a magical thing, its
interactions with raw magic have allowed White Mages and other
practitioners of healing to use it in the same fashion as its wilder
elemental counterparts. As a result, its inclusion remains a point of
contention.
SPELL CLASSIFICATIONS
For the sake of clarifying effects and offering an organizational
thread to tie various Spells together, each Spell belongs to a
distinctive category.
ELEMENTAL MAGIC
Elemental Magic is a term used to describe any Spell that deals
damage associated with one of the nine Combat Elements.
ARCANE MAGIC
Any Spell that directly deals damage to an opponent but is not
affiliated with a Combat Elements belongs to the category of Arcane
Magic. Arcane Magic can deal either Physical or Magical damage;
which of the two is noted in the 'Type' field.
RECOVERY MAGIC
Recovery Magic describes any Spell that recovers HP or MP to a
target usually the caster, or one of the caster's allies or removes
negative Status Conditions. Recovery Magic can have unexpected
effects on Undead monsters and combatants afflicted with the
Status Condition Zombie.
STATUS MAGIC
Any Spell that inflicts one or more Status Conditions as a result of its
casting, beneficial or otherwise, is known as Status Magic. For the
sake of calculating Immunities, these Spells are divided into seven
categories Mystify, Toxin, Seal, Time, Transform, Fatal, and Weak
based on the Status Conditions they inflict. There are also two
positive Status Categories, Barrier and Strengthen.
SUPPORT MAGIC
Support Magic covers Spells that do not have a direct effect on
either the caster, the casters allies, or their opponents. The Spell
Sight, which allows a White Mage to get an overview of an area, is a
prime example of this kind of magic.
SPELLBLADE MAGIC
Spellblade Magic is the specialized category of magic used by Magic
Knights and their ilk. Rather than directly affecting opponents, such
Spells instead use the casters weapon as a conduit.
FINAL FANTASY THE ROLEPLAYING GAME 205
FORMAT
The Spell listings over the remainder of the Chapter are set out as
follows:
The first thing listed is the Spell's casting name. Due to differences
in translation between Final Fantasy games, players may know some
of these by alternate names Blizzara, for instance, is occasionally
called Ice 2. To avoid creating confusion, only one name is given for
each Spell.
The MP Cost is given to the right of the spells name, and lists the
number of Magic Points required to cast the Spell. Casting cost is
subtracted from the Mage's current MP when the Spell is cast.
Target shows which combatants the Spell affects.
Type indicates which Spell Category that particular Spell falls
under, used for the purposes of calculating Immunities.
The R or NR indicate whether a Spell is affected by the Status
Condition Reflect (R) or not (NR).
Prerequisite lists which other Spells the Mage must have learned
in order to be able to obtain this particular Spell, where applicable.
BLACK MAGIC
Black is the color of destruction. Practitioners of Black Magic have
mastered control of the elements, shaping these into any number of
offensive devices.
Level 1
BLIND 5 MP
Target: Single Type: Status (Seal) R
A blinding cloud of thick black fog surrounds the target, robbing it of
all senses. Blind has a CoS of (M. ACC - 50), M. Evasion of inflicting
the Status Condition Blind on the target (6).
BLIZZARD 7 MP
Target: Single Type: Elemental (Ice) R
A flurry of high-speed ice particles is launched at the target,
inflicting (4 x MAG) + d8, M. Armor Ice Elemental damage.
FIRe 7 MP
Target: Single Type: Elemental (Fire) R
A burning sphere of fire rushes towards the target, exploding on
impact. Fire inflicts (4 x MAG) + d8, M. Armor Fire Elemental
damage.
POISON 9 MP
Target: Single Type: Elemental (Bio) R
Status (Toxin)
A frothing cloud of sickly violet bubbles swarms over the target with
suffocating force. Poison inflicts (4 x MAG) + d8, M. Armor Bio
Elemental damage; in addition, Poison has a CoS of (M. ACC - 50),
M. Evasion of inflicting the Status Condition Poison ().
SLEEP 5 MP
Target: Single Type: Status (Seal) R
Clouds of light mist play around the target as the apparition of a
moon appears overhead to shower soft starlight upon it. Sleep has a
CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition
Sleep (6).
THUNDER 7 MP
Target: Single Type: Elemental (Lightning) R
A brilliant bolt of lightning tears down from the sky, striking the
target with barely-contained energy. Thunder inflicts (4 x MAG) +
d8, M. Armor Lightning Elemental damage.
Level 2
DARk 18 MP
Target: Single Type: Elemental (Shadow) R
A sphere of utter blackness launches at the target, dissipating into a
dark mist as it strikes. Dark inflicts (8 x MAG) + 2d8, M. Armor
Shadow Elemental damage.
ELEMENT SPIKES 16 MP
Target: Single Type: Status (Strengthen) R
The target is surrounded by a shimmering barrier of elemental
energy capable of solidifying into cruel spikes at the touch of a
weapon. Element Spikes inflicts the Status Condition Element Spikes
(6); declare which element the Spikes will be tied to Fire, Ice or
Lightning when casting this Spell.
LOCK 10 MP
Target: Single Type: Status (Weak) R
At the caster's command, a set of crosshairs begin to glow around
the target's body, illuminating weak points and tracking movements.
Lock has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Lock on the target (6).
RASP 15 MP
Target: Single Type: Arcane (Magical) R
Inexorably drawn by the lure of magical power, translucent spheres
of violet energy spiral in towards the target, sapping all mana out of
the surrounding area before rushing away. Rasp reduces the
targets current MP by (8 x MAG) + 2d8, M. Armor.
WATER 18 MP
Target: Single Type: Elemental (Water) R
Water begins to filter out of the air, forming a solid ball around the
target that lifts it off the ground before bursting in a shower of
liquid. Water inflicts (8 x MAG) + 2d8, M. Armor Water Elemental
damage.
FINAL FANTASY THE ROLEPLAYING GAME 206
Level 3
BLIZZARA 22 MP
Target: Single/Group Type: Elemental (Ice) R
The air around the target condenses to freezing point in an instant,
encasing it in a towering spire of ice. Blizzara inflicts (12 x MAG) +
3d8, M. Armor Ice Elemental damage.
Prerequisite: Blizzard
FEAR 30 MP
Target: Single Type: Status (Weak) R
A sinister, screaming visage wavers into life above the target, letting
loose a bone-chilling howl before fading away. Fear has a CoS of (M.
ACC - 50), M. Evasion of inflicting the Status Condition Power Down
(6).
FIra 22 MP
Target: Single/Group Type: Elemental (Fire) R
A furious explosion tears through the air as a column of
incandescent fire erupts under the target. Fira inflicts (12 x MAG) +
3d8, M. Armor Fire Elemental damage.
Prerequisite: Fire
THUNDAra 22 MP
Target: Single/Group Type: Elemental (Lightning) R
Electric-blue thunderbolts crash into the ground, creating a deadly
array of ball lightning to encircle all targets. Thundara inflicts (12 x
MAG) + 3d8, M. Armor Lightning Elemental damage.
Prerequisite: Thunder
ZOMBIE 30 MP
Target: Single Type: Status (Transform) R
The target disappears, swallowed by a wave of miasmic green
smoke seeking to steal away its life force. Zombie has a CoS of (M.
ACC - 50), M. Evasion of inflicting the Status Condition Zombie (6).
Level 4
BIo 44 MP
Target: Single/Group Type: Elemental (Bio) R
Status (Toxin)
Virulent green orbs begin to bubble out of the ground, quickly
overwhelming the target with a deadly shower of toxins. Bio inflicts
(15 x MAG) + 4d8, M. Armor Bio Elemental damage; in addition, Bio
has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Poison () roll separately for each eligible combatant.
Prerequisite: Poison
DEBARRIER 30 MP
Target: Single Type: Support NR
A beam of dazzling blue light strikes the target, blasting away all
protective magics in the blink of an eye. Debarrier has a CoS of (M.
ACC - 50), M. Evasion of canceling all Barrier-type Status Conditions
except Shield currently active on the target.
DESPAIR 35 MP
Target: Single Type: Status (Weak) R
Columns of red and black smoke dance around the target, wrapping
it in choking, fuming spirals. Despair has a CoS of (M. ACC - 50), M.
Evasion of inflicting the Status Conditions Armor Down (4) and
Mental Down (4).
Prerequisite: Fear
DRAIN 34 MP
Target: Single Type: Recovery NR
Blood-red orbs circle the target, growing larger and more livid as
they draw out the very essence of the target's life; once full, the
orbs return to the caster, releasing their payload of stolen vitality on
contact. Drain inflicts (15 x MAG) + 4d8, M. Armor Magical damage;
the caster regains a number of Hit Points equal to the amount lost
by the target.
OSMOSE 1 MP
Target: Single Type: Recovery NR
Orbs of blinding pink energy form around the target, growing larger
and more luminous as they draw mana from the target; once full, the
orbs return to the caster, transferring the stolen energy upon
contact. The targets current MP is reduced by (15 x MAG) + 4d8,
M. Armor MP; the caster regains a number of MP equal to the
amount lost by the target.
WATERA 38 MP
Target: Single/Group Type: Elemental (Water) R
The ground buckles and cracks as a column of water erupts,
violently immersing all targets before dispersing again. Watera
inflicts (15 x MAG) + 4d8, M. Armor Water Elemental damage.
Prerequisite: Water
Level 5
BLIZZAGA 60 MP
Target: Single/Group Type: Elemental (Ice) R
Particles of frost and snow accelerate towards the target, rapidly
sealing it in layer after layer of solid ice before the entire edifice
shatters. Blizzaga inflicts (18 x MAG) + 5d8, M. Armor Ice Elemental
damage.
Prerequisite: Blizzara
CURSE 55 MP
Target: Single Type: Status (Seal) R
A sinister black circle materializes under the target, streaming multi-
colored lights and gases before winking shut. Curse has a CoS of (M.
ACC - 50), M. Evasion of inflicting the Status Condition Curse (4).
Prerequisite: Despair
FINAL FANTASY THE ROLEPLAYING GAME 207
FIRAGA 60 MP
Target: Single/Group Type: Elemental (Fire) R
A colossal sphere of white-hot fire crashes onto the target, sparking
a furious explosion that engulfs it in a cloud of ash and cinders.
Firaga inflicts (18 x MAG) + 5d8, M. Armor Fire Elemental damage.
Prerequisite: Fira
SCOURGE 65 MP
Target: Group Type: Elemental (Shadow) R
A long shadow creeps over the ground, darkening the area as
wicked spikes of unholy energy burst through to skewer all targets.
Scourge inflicts (18 x MAG) + 5d8, M. Armor Shadow Elemental
damage.
Prerequisite: Dark
STONE 65 MP
Target: Single Type: Status (Seal) R
Fingers of stone burst forth from the ground, snatching shut around
the target in a shower of flying stones and dirt before shattering.
Stone has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Stone ().
THUNDAGA 60 MP
Target: Single/Group Type: Elemental (Lightning) R
A deafening peal of thunder rolls across the battlefield as lightning
bolt after lightning bolt crashes to earth, trapping all targets in a
sizzling sphere of electrical energy before dissipating again.
Thundaga inflicts (18 x MAG) + 5d8, M. Armor Lightning Elemental
damage.
Prerequisite: Thundara
Level 6
DEATH 80 MP
Target: Single Type: Status (Fatal) R
A decaying, hooded figure emerges from the ground in a cloud of
dark smoke, raising a massive scythe to cleave the targets life force
in twain before fading away with a blood-curdling laugh. Death has a
CoS of (M. ACC - 50), M. Evasion of reducing the target to 0 HP,
regardless of current HP, ARM or M. ARM values, or the Damage
Cap.
Prerequisite: Debarrier
FLARE 86 MP
Target: Single Type: Arcane (Magical) R
Globes of pure magical energy blast into the target in a relentless
stream, setting off one chaotic explosion after another before
rushing out again. Flare inflicts (24 x MAG) + 4d10, M. Armor
Magical damage.
QUAKE 70 MP
Target: All Type: Elemental (Earth) NR
A violent tremor tears through the length of the battlefield, breaking
up the ground into shuddering, crumbling fragments and yawning
crevasses. Quake inflicts (21 x MAG) + 5d8, M. Armor Earth
Elemental damage; Floating and Flying targets are immune to its
effects.
SyPHON 70 MP
Target: Single Type: Recovery NR
Orbs of golden energy surround the target, growing larger and
more brilliant as they sap at its vital and magical forces; once large
enough, they return to the caster, dissolving in a shower of pale
light. The target suffers (21 x MAG) + 5d8, M. Armor damage, split
evenly between HP and MP; the caster regains an amount of HP and
MP equal to that lost by the target. If the target has no MP, all
damage defaults to the targets HP instead.
WATERGA 78 MP
Target: Group Type: Elemental (Water) R
Winding streams of airborne water race towards all targets, quickly
enclosing them in an immense liquid dome before dissolving into a
foaming tidal wave. Waterga inflicts (21 x MAG) + 5d8, M. Armor
Water Elemental damage.
Prerequisite: Watera
Level 7
FREEZE 115 MP
Target: Single Type: Elemental (Ice) R
Status (Fatal)
Chilly vapors float over the battlefield as fragments of blue ice
cascade down on the target, imprisoning it in a jagged, glacial
prison. Freeze inflicts (27 x MAG) + 4d12, M. Armor Ice Elemental
damage; in addition, it has a CoS of (M. ACC - 50), M. Evasion of
inflicting the Status Condition Frozen (2).
Prerequisite: Blizzaga
NUKE 115 MP
Target: Single Type: Elemental (Fire) R
Status (Fatal)
Spheres of orange flame rush towards the target, engulfing it in an
ever-growing explosion with the heat and fury of a newborn star.
Nuke inflicts (27 x MAG) + 4d12, M. Armor Fire Elemental damage;
in addition, it has a CoS of (M. ACC - 50), M. Evasion of inflicting the
Status Condition Heat (2).
Prerequisite: Firaga
FINAL FANTASY THE ROLEPLAYING GAME 208
PAIN 85 MP
Target: Single Type: Status (Special) R
Oily clouds of black and violet smoke engulf the target, obscuring it
from view entirely. Pain has a CoS of (M. ACC - 50), M. Evasion of
inflicting the Status Conditions Blind (4), Poison (), and Silence
(4); roll separately for each Status Condition.
TOAD 75 MP
Target: Single Type: Status (Transform) R
Four columns of orange smoke erupt around the target, spewing
forth until the victim is nothing but an indistinct shadow in the
vapors. Toad has a CoS of (M. ACC - 50), M. Evasion of inflicting the
Status Condition Toad (4). If the target is already under the effects
of Toad, a second casting of Toad cancels the Status Condition.
VENOM 100 MP
Target: Group Type: Elemental (Bio) R
Status (Toxin)
A pool of vile ooze begins to form, steaming toxic gases as bubbles
of liquid venom rise up to shower all targets. Venom inflicts (24 x
MAG) + 4d10, M. Armor Bio Elemental damage. In addition, it has a
CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition
Venom (4) roll separately for each eligible combatant.
Prerequisite: Bio
Level 8
BREAK 150 MP
Target: Single Type: Elemental (Earth) R
Status (Special)
The ground beneath the target explodes in a seismic nightmare of
dust, soil and rocky spires. Break inflicts (30 x MAG) + 4d12, M.
Armor Earth Elemental damage; in addition, it has a CoS of (M. ACC -
50), M. Evasion of inflicting the Status Condition Stone (). If
successful, make an additional d% roll; there is a (M. ACC - 50), M.
Evasion chance that the violent shaking will have shattered the
petrified combatant, reducing the target to 0 HP, regardless of
current Hit Points, ARM or M. ARM values.
Prerequisite: Quake, Stone
ScAthe 175 MP
Target: All Type: Elemental (Shadow) NR
A fiery agglomeration of rock flashes into existence above the
battlefield, gathering fragments of onyx and dark energy to it before
beginning its descent to earth, crackling with malevolent energy as it
crashes down. Scathe inflicts (36 x MAG) + 5d12, M. Armor Shadow
Elemental damage.
Prerequisite: Scourge
Doomsday 175 MP
Target: Group Type: Status (Fatal) R
A wall of dark smoke sweeps across the battlefield, cloaked shadows
and glowing eyes visible through the oily tendrils before the dark
scene fades away. Doomsday has a CoS of (M. ACC - 50), M. Evasion
of reducing all affected targets to 0 HP, regardless of current HP,
ARM or M. ARM values. Roll separately for each eligible target.
Prerequisite: Death
MELTDOWN 150 MP
Target: Single Type: Arcane (Magical) NR
Status (Weak)
A high-speed stream of heat and energy assails the target,
immersing it in furious, bone-searing temperatures. Meltdown inflicts
(33 x MAG) + 5d10, M. Armor Magical damage; in addition, it has a
CoS of (M. ACC - 50), M. Evasion of adding the Status Condition
Meltdown (4).
Prerequisite: Flare
ULTIMA 250 MP
Target: Group Type: Arcane (Magical) NR
An eerie calm falls over the battlefield as the sky grows dark,
shading the combatants in blue and black. Only one sound breaks
the silence; a single note, gaining in pitch as a dome of purest blue
energy forms underneath the targets, growing outwards in an
unstoppable, destructive rush that engulfs the area whole. As the
sound reaches ear-splitting frequencies, the dome flashes out of
existence, and all becomes still once more. Ultima inflicts (42 x MAG)
+ 5d12 Magical damage; unlike other Black Spells, Ultima is not
affected by the Damage Cap and may exceed 999 damage.
Prerequisite: Meltdown
WHITE MAGIC
The power of White is that of life itself. As a foil to the destructive
excesses of Black Magic, White Magic heals where Black injures,
protects where Black weakens. White Mages are restricted in terms
of direct offense, but their support ability is second to none.
Level 1
AERO 7 MP
Target: Single Type: Elemental (Wind) R
A vicious gust of wind assails the target, tearing into it with razor-
sharp debris. Aero inflicts (4 x MAG) + d8, M. Armor Wind Elemental
damage.
CURE 5 MP
Target: Single Type: Recovery R
An iridescent spark of blue light spirals around the target, trailing
glowing specks in its wake. Cure restores (4 x MAG) + d8 HP.
ELEMENT GUARD 10 MP
Target: Single Type: Status (Strengthen) R
Strings of luminous violet light encircle the target, trailing long
FINAL FANTASY THE ROLEPLAYING GAME 209
streaks of mystical energy as they orbit before vanishing. Element
Guard bestows the status Condition Element Resist (6); the caster
must specify which Element is affected when casting the Spell.
Additional castings of Element Guard may add additional Elements;
casting Element Guard for an Element the target already has a
Resistance towards, however, will not produce any additional effect.
POISONA 3 MP
Target: Single Type: Recovery R
A slurry of dull purple spheres washes over and through the length
of the target, canceling all Toxin-type Status Conditions currently
afflicting it.
SCAN 3 MP
Target: Single Type: Support R
Ghostly crosshairs settle upon the target, surrounding it in a dance
of arcane letters and numbers spelling out its every secret. Scan
reveals the target's Level, Monster Type (if applicable) current and
maximum HP and MP values, Absorbances, Immunities, Resistances,
Weaknesses and Status Immunities. At the GMs discretion, it may
also give additional information on the targets background, tactics,
and behaviors.
SIGHT 3 MP
Target: Self Type: Support NR
The casters surroundings seem to melt away, shrinking in a rush of
magical energy until the entire area is visible at birds eye view. Upon
casting Sight, the caster 'sees' every detail of the landscape for an
area of (1000 x MAG) square meters, centered upon the caster, as
if viewing it from the air. This vision overrides the casters normal
senses; they will not be able to see from their own eyes until they
voluntarily elect to dispel Sight.
Level 2
BERSERK 12 MP
Target: Single Type: Status (Mystify) R
Wavering streams of red energy assail the target, driving its primal
fighting instincts to critical levels. Berserk has a CoS of (M. ACC -
50), M. Evasion of inflicting the Status Condition Berserk (6).
BLINK 10 MP
Target: Single Type: Status (Strengthen) R
Fluorescent rays of magical energy twist in complicated spirals
around the target, distorting vision and light to bestow the Status
Condition Blink (6).

FADE 18 MP
Target: Single Type: Elemental (Holy) R
A blazing pillar of light issues forth from the ground beneath the
target, growing skywards until the victim is wholly consumed by its
sacred power. Fade inflicts (8 x MAG) + 2d8, M. Armor Holy
Elemental damage.
FAITH 15 MP
Target: Single Type: Status (Strengthen) R
A translucent shield of gold encloses the target, slowly rotating as
golden motes dance around it in graceful circles to bestow the
Status Conditions Armor Up (4) and Mental Up (4).
STONA 10 MP
Target: Single Type: Recovery R
Needles of rainbow light stab into the target, showering dust as
stone cracks and splinters under the onslaught. Stona cancels the
Status Conditions Stone and Petrify.
Level 3
AERa 22 MP
Target: Single/Group Type: Elemental (Air) R
Howling green winds encircle the target, drawing together in an
ever-tightening funnel of air before disappearing. Aera inflicts (12 x
MAG) + 3d8, M. Armor Wind Elemental damage.
Prerequisite: Aero
CURa 20 MP
Target: Single/Group Type: Recovery R
Twin specks of glowing green light twine around the target, trailing a
dusting of soothing magical energy to restore (12 x MAG) + 3d8 Hit
Points.
Prerequisite: Cure
BRaVERY 30 MP
Target: Single Type: Status (Strengthen) R
Shining globes of golden-blue light streak towards the target,
creating a strengthening barrier that suffuses it with fighting spirit,
granting the Status Condition Power Up (4).
Prerequisite: Faith
NULL ELEMENT 30 MP
Target: Party Type: Status (Strengthen) R
A shimmering barrier of magical energy rises up to cover the party,
glowing in a variety of hues as streaks of elemental energy run over
its surface. Null Element bestows the status Condition Element
Immune (6); the caster must specify which Element is affected when
casting the Spell. Additional castings of Null Element may add
additional Elements; casting Null Element for an Element the target
already has an Immunity towards, however, will not produce any
additional effect.
Prerequisite: Element Guard
PROTECT 20 MP
Target: Single Type: Status (Barrier) R
Four dull-blue crystalline shapes wink into existence around the
target in perfect symmetry, glowing as they radiate a barrier of
magical energy to bestow the Status Condition Protect (6).
FINAL FANTASY THE ROLEPLAYING GAME 210
SILENCE 22 MP
Target: Single Type: Status (Seal) R
A shining sigil appears under the target amidst a flurry of yellow
lights, flashing white before fading away again. Silence has a CoS of
(M. ACC - 50), M. Evasion of inflicting the Status Condition Silence
(6).
Level 4
BASUNA 36 MP
Target: Single Type: Recovery R
A gentle mist of green and gold blows over the target, canceling the
Status Conditions Berserk, Blind, Poison, Sleep, and Zombie.
CONFUSE 32 MP
Target: Single Type: Status (Mystify) R
Streams of multicolored notes and wild flashes of prismatic energy
assault the target, overwhelming all senses in a thrice. Confuse has a
CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition
Confuse (6).
DISPEL 43 MP
Target: Single Type: Support NR
A shimmering blue mist engulfs the target, its power tearing away
beneficial enchantments in an instant. Dispel has a CoS of (M. ACC -
50), M. Evasion of canceling all Strengthen- and Barrier-type Status
Conditions, save Shield.
Raise 38 MP
Target: Single Type: Recovery NR
Spirals of twinkling red light encircle the target, showering it with a
gentle drift of ghostly, radiant feathers. Raise restores any target
whose current HP is 0 or lower to 10% of their maximum HP.
Undead monsters targeted by Raise as well as combatants
affected by the Status Condition Zombie will not be revived; if their
current Hit Points are greater than 0, they have a CoS of (M. ACC -
50), M. Evasion of being instantly reduced to 0 HP, regardless of
current HP, ARM or M. ARM values, or the Damage Cap.
RUSE 35 MP
Target: Single Type: Status (Strengthen) R
A six-faceted crystal of pure energy appears around the target,
shattering in a brilliant confusion of mirror images to bestow the
Status Condition Ruse (6).
Prerequisite: Blink
SHELL 35 MP
Target: Single Type: Status (Barrier) R
Twelve pearls of softly-glowing light enclose the target in twinned
hexagons, adding the Status Condition Shell (6).
Level 5
AERaGA 60 MP
Target: Single/Group Type: Elemental (Wind) R
Lashing tendrils of wind wrap around the targets, forming a howling
vortex that mercilessly spins and tumbles its captives about before
finally relinquishing its grasp. Aeraga inflicts (18 x MAG) + 5d8, M.
Armor Wind Elemental damage.
Prerequisite: Aera
BaNISh 65 MP
Target: Group Type: Elemental (Holy) R
Beams of blazing white light saturate the area, touching off a chain
of searing explosions which tears through all targets in short
succession. Banish inflicts (18 x MAG) + 5d8, M. Armor Holy
Elemental damage.
Prerequisite: Fade
PRotectga 50 MP
Target: Party Type: Status (Barrier) R
Gray-blue crystals of magical energy form around the party, raising
a protective barrier to grant them the Status Condition Protect (6).
Prerequisite: Protect
CURAGA 57 MP
Target: Single/Group Type: Recovery R
A brilliant constellation of blue and violet light encircles the targets
body, restoring (18 x MAG) + 5d8 HP before fading away.
Prerequisite: Cura
MINI 55 MP
Target: Single Type: Status (Transform) R
Circles of white-blue energy mushroom out of the ground, quickly
saturating the area; when they finally make contact with the target, a
blinding flash obscures the area, engulfing the target in the process.
Mini has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Mini (4). If the target is already under the effects of Mini, a
successful second casting of Mini will cancel the Condition.
RERAISE 65 MP
Target: Single Type: Status (Strengthen) R
Borne by miniature cherubs, a single spark of golden light drifts
down towards the target, glowing softly as it settles on its
destination. In a radiant burst of light, spark and cherubim fade
away, granting the Status Condition Reraise ().
Level 6
ABSORB 80 MP
Target: Party Type: Status (Strengthen) R
Thick, muddy bubbles of spell energy splash over the party, glowing
in rainbow hues as they swallow a sudden influx of elemental energy.
FINAL FANTASY THE ROLEPLAYING GAME 211
Absorb confers the Status Condition Element Absorb (4); the caster
must specify which Element is affected when casting the Spell.
Additional castings of Absorb may add additional Elements; casting
Absorb for an Element the target already has an Absorbance
towards, however, will not produce any additional effect.
Prerequisite: Null Element
AURA 75 MP
Target: Single Type: Status (Strengthen) R
The target glows with a magnificent golden light as it is blessed with
the Status Condition Aura (4).
Prerequisite: Bravery
CHARM 77 MP
Target: Single Type: Status (Mystify) R
A cluster of shocking pink hearts surrounds the target, circling in a
slow, hypnotic orbit as an alluring melody wafts through the air.
Charm has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Charm (4).
Prerequisite: Confuse
ESUNA 67 MP
Target: Single Type: Recovery R
Beams of warm violet light emerge from the ground around the
target, cleansing away all debilitating magics and malicious
enchantments. Esuna cures any negative Status Conditions, except
those explicitly stated to be immune to its effects.
SHellga 65 MP
Target: Party Type: Status (Barrier) R
A chain of ghostly pearls twines around the party; a moment later,
thin links of magical energy join them together in a series of
elaborate hexagons, granting the Status Condition Shell (6).
Prerequisite: Shell
VANISH 77 MP
Target: Single Type: Status (Strengthen) R
Four ghostly mirrors with surfaces like mercury flash into existence
around the target, rapidly spinning until they and the target
disappear, granting the Status Condition Vanish (4).
Prerequisite: Ruse
Level 7
ARISE 100 MP
Target: Single Type: Recovery NR
Glowing particles of light shower down on the target, raising up a
beam of golden-red life force to revive it in a shower of fathers.
Arise restores any target whose current HP is 0 or lower to 100% of
their maximum HP. Undead monsters targeted by Arise and
combatants affected by the Status Condition Zombie will not be
revived; if their current Hit Points are greater than 0, they have a
CoS of (M. ACC - 50), M. Evasion of being instantly reduced to 0 HP,
regardless of Armor or M. Armor.
Prerequisite: Raise
REFLECT 85 MP
Target: Single Type: Status (Barrier) R
A shower of green light splashes over the target, solidifying into
layer after layer of shimmering magical protection to grant the Status
Condition Reflect (4).
Prerequisite: Shellga
RENEW 110 MP
Target: Single Type: Recovery R
Brilliant blue lights descend onto the target, releasing a burst of
radiant golden energy upon contact to restore the targets HP to its
maximum value. Undead monsters targeted by Renew and
combatants affected by the Status Condition Zombie will not regain
HP; if their current Hit Points are greater than 0, they have a CoS of
(M. ACC - 50), M. Evasion of being instantly reduced to 0 HP,
regardless of current HP, ARM or M. ARM values, or the Damage
Cap.
Prerequisite: Curaga
RESIST 85 MP
Target: Single Type: Status (Strengthen) R
Multi-colored bubbles of magical energy surround the target,
granting it the Status Condition Resist (2).
WALL 85 MP
Target: Single Type: Status (Barrier) R
Columns of radiant red light emerge from the ground around the
target, rotating slowly as they wrap it in a shell of protective magic
before disappearing, granting the Status Condition Wall (4).
Prerequisite: Protectga
WEAKEN 120 MP
Target: Single Type: Status (Weak) R
A wavering beam of colorful elemental energy slams into the target,
broadening as more power pours into it until all defenses have been
overwhelmed. Weaken inflicts the Status Condition Element Weak (4);
the caster must specify which Element is affected when casting the
Spell. Additional castings of Weaken may add additional Elements;
casting Weaken for an Element the target already has a Weakness
towards, however, will not produce any additional effect.
Prerequisite: Null Element
Level 8
HOLY 150 MP
Target: Single Type: Elemental (Holy) R
Motes of brilliant blue light begin to circle the target, moving in a
deceptively lazy fashion as they gain in intensity; as the light reaches
FINAL FANTASY THE ROLEPLAYING GAME 212
blinding levels, beams of holy energy erupt from the ground,
blasting the target in a series of powerful explosions. Holy inflicts
(36 x MAG) + 5d12, M. Armor Holy Elemental damage; unlike other
White Spells, Holy is not affected by the Damage Cap and may
exceed 999 damage.
Prerequisite: Banish
REBIRTH 175 MP
Target: Group Type: Recovery NR
A golden, cloudy sunset hovers over the battlefield as rays of light
strike the dead and wounded, gentle drifts of feathers falling in each
beams wake. Rebirth restores all eligible targets whose current HP
is 0 or lower to 50% of their maximum HP. Undead monsters
targeted by Rebirth as well as combatants affected by the Status
Condition Zombie will not be revived; if their current Hit Points are
greater than 0, they have a CoS of (M. ACC - 50), M. Evasion of
being instantly reduced to 0 HP, regardless of current HP, ARM or M.
ARM values, or the Damage Cap.
Prerequisite: Arise
SHIELD 200 MP
Target: Single Type: Status (Barrier) NR
Glowing fragments of golden energy converge on the target, forming
the outlines of a shield over its body before disappearing in a flash
of light to grant it the Status Condition Shield (2).
Prerequisite: Reflect, Wall
WHIRLWIND 150 MP
Target: All Type: Elemental (Wind) NR
A distant rumble is heard as the sky darkens and fierce winds begin
to whip around the caster. As the gale picks up strength, a violent
twister erupts from the sky, tearing through the immediate area
without mercy. Whirlwind inflicts (33 x MAG) + 5d10, M. Armor Wind
Elemental damage on all eligible targets.
Prerequisite: Aeraga
VACCINE 115 MP
Target: Party Type: Status (Strengthen) R
A varicolored veil of magical bubbles swirls around the caster and
their allies, granting the Status Condition Resist (2).
Prerequisite: Resist
TIME MAGIC
Sometimes referred to as 'Cosmic Magic' or 'Effect Magic', Time
Magic derives its power from the manipulation and distortion of both
space and time.
Level 1
Burn Ray 7 MP
Target: Single Type: Arcane (Magical) R
The air around the target condenses, compressing into a tight ball
until it explodes. Burn Ray inflicts (4 x MAG) + d8, M. Armor Magical
damage.
Hold 7 MP
Target: Single Type: Status (Time) R
At the casters command, a globe of dull gray energy encloses the
target, freezing it in time for a split-second. Hold has a (M. ACC -
50), M. Evasion chance of reducing the targets Initiative by 50%.
Sprint 5 MP
Target: Single Type: Status (Strengthen) NR
A series of red rings materialize around the targets legs or
equivalent anatomy, glowing with suffused power before fading away
again, bestowing the Status Condition Accelerate (6).
Escape 8 MP
Target: Self Type: Support NR
The caster winks out of existence, rematerializing a short distance
away a split-second later. Escape allows the caster to immediately
move (MAG x 2) meters in any direction of their choosing, passing
through any solid objects such as walls without ill effects.
However, the Escape will fail if the casters destination is inside a
solid structure or occupied by another person or object; in this case,
MP and time are still spent as normal. If used in combat, a
successful casting of Escape has effects equal to a successful
Escape Action.
Tractor 10 MP
Target: Single Type: Support NR
Ruby rings of gravitational force shower down on the target,
dragging it back down to earth. Tractor cancels the Status
Conditions Float and Flight where applicable; they also cancel out
natural Float and Flight for a limited period of time (6).
Yawn 6 MP
Target: Single Type: Status (Weak) R
A series of gray circles spiral around the targets legs or equivalent
anatomy, briefly flaring up before disappearing once again. Yawn has
a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition
Agility Down (6).
FINAL FANTASY THE ROLEPLAYING GAME 213
Level 2
FLOAT 15 MP
Target: Party Type: Status (Strengthen) R
Shining motes sparkle around the caster's allies as they are buoyed
into the air on golden rings of anti-gravitational energy, bestowing
the Status Condition Float (6).
GRAVITY 25 MP
Target: Single Type: Status (Fatal) NR
The caster launches a dark bubble of energy, wholly enclosing the
target before subjecting it to a brief burst of crushing gravitational
force. Gravity has a CoS of (M. ACC - 50), M. Evasion of reducing the
target to 75% of its current HP. This damage is not modified for ARM
or M. ARM, but is still subject to the Damage Cap.
METEORITE 18 MP
Target: Single Type: Arcane (Magical) NR
The caster tears a small meteorite free from the cosmos to crash
into the target. Meteorite inflicts (8 x MAG) + 2d8 Magical damage.
SLOw 12 MP
Target: Single Type: Status (Time) R
A ghostly clock appears behind the target, hands counting time as
normal before suddenly slowing down. Slow has a CoS of (M. ACC -
50), M. Evasion of inflicting the Status Condition Slow (6).
SPEED 13 MP
Target: Single Type: Status (Strengthen) R
Expanding circles of glowing red energy surround the target,
speeding reaction time and impulses to grant the Status Condition
Agility Up (6).
Level 3
IMMOBILIZE 20 MP
Target: Single Type: Status (Time) R
The target is encased in a bubble of reddish-orange light, freezing
time for the targets legs or equivalent anatomy. Immobilize has a
CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition
Immobilize (6).
Ray BOMB 22 MP
Target: Single/Group Type: Arcane (Magical) R
Brilliant spheres of energy appear before the caster, joining together
into a single searing burst of destruction. Ray Bomb inflicts (12 x
MAG) + 3d8, M. Armor Magical damage.
Prerequisite: Burn Ray
REGEN 25 MP
Target: Single Type: Status (Strengthen) R
Green motes shower down on the target, speeding up its natural
healing processes to grant the Status Condition Regen (6).
RESET 30 MP
Target: Single Type: Support NR
A glittering globe of barely-suppressed temporal energy appears
over the target, capturing a few precious seconds of time ready to
be released at the casters beckoning. Until the end of the battle, the
targets player may re-roll any one die roll once, keeping the more
favorable result of the two rolls. After this has been done, Resets
effects expire. The effects also expire if no reroll is made before the
end of combat, or if the combatant is targeted by Dispel or
Temporal Shirt. If cast on an opponent, the caster may choose which
roll to reset. Multiple castings of Reset do not increase the number
of rerolls available; the Spell will only have an effect if the target is
not already eligible for a reroll.
Teleport 10 MP
Target: Party Type: Support NR
The air ripples, beginning to glow as the party dematerializes,
reappearing a distance away just seconds later. Targets affected by
Teleport immediately move (MAG x 5) meters in a direction of the
casters choosing, passing through any solid objects such as walls
without ill effects. However, the Teleport will fail if the casters
destination is inside a solid structure or occupied by another person
or object; in this case, MP and time are still spent as normal. If cast
in a multi-level or -story structure, Teleport will automatically move
the Party one level up or down; if used in combat, a successful
casting of Teleport has effects equal to a successful Escape Action
for all Party members.
Prerequisite: Escape
Level 4
COMET 44 MP
Target: Special Type: Arcane (Magical) R
The caster reaches towards the heavens, pulling a comet out of time
to crash down in a shower of fire and molten rock. When casting
Comet, roll a d% for each opponent on the battlefield twice; the
combatants with the highest rolls in each instance will be targeted by
the Spell. Make standard M. ACC rolls against both opponents M.
EVA scores to determine whether the Spell hits; each successful
strike inflicts (8 x MAG) + 2d8 Magical damage. If there is only one
eligible target, it will be struck twice for the listed damage.
Prerequisite: Meteorite
DEMI 50 MP
Target: Single Type: Status (Fatal) NR
An opaque gray sphere encloses the target; seconds later, crushing
gravitational forces compress, releasing the target only once the
sphere has shrunk to a speck of its former self. Demi has a CoS of
(M. ACC - 50), M. Evasion of reducing the target to 50% of its
current HP. This damage is not modified for ARM or M. ARM, but is
still subject to the Damage Cap.
Prerequisite: Gravity
FINAL FANTASY THE ROLEPLAYING GAME 214
FLIGHT 40 MP
Target: Single Type: Status (Strengthen) NR
A shower of amber lights sparkles around the target, revealing the
faint outline of an angelic pair of wings before disappearing again,
bestowing the Status Condition Flight (6).
Prerequisite: Float
HASTE 35 MP
Target: Single Type: Status (Strengthen) R
The ground beneath the target glows with brilliant light as the outline
of a ghostly red clock materializes around them, hands accelerating
before the magic fades away, bestowing the Status Condition Haste
(4).
Prerequisite: Speed
SLOWGA 50 MP
Target: Group Type: Status (Time) R
A giant, hazy silver clock appears over the battlefield, spinning lazily
as it slows down by the second. Slowga has a CoS of (M. ACC - 50),
M. Evasion of afflicting all eligible targets with the Status Condition
Slow (6).
Prerequisite: Slow
Level 5
DISABLE 50 MP
Target: Single Type: Status (Time) R
The target is encased in a bubble of turquoise light, freezing time for
the targets arms or equivalent anatomy. Disable has a CoS of (M.
ACC - 50), M. Evasion of inflicting the Status Condition Disable (6).
EXIT 55 MP
Target: Party Type: Support NR
A wave of yellow light engulfs the party, dematerializing them to
reappear a distance away just seconds later. Targets affected by Exit
immediately move (MAG x 20) meters in a direction of the casters
choosing, passing through any solid objects such as walls
without ill effects. However, the Exit will fail if the casters destination
is inside a solid structure or occupied by another person or object;
in this case, MP and time are still spent as normal. If cast in a
dungeon or other large enclosed structure, Exit will automatically
move the Party to its entrance; if used in combat, a successful
casting of Exit has effects equal to a successful Escape Action for all
Party members.
Prerequisite: Teleport
FlAre Star 65 MP
Target: Group Type: Arcane (Magical) R
Drawing on the forces of the cosmos, the caster bathes the
battlefield in the light of a dying star, searing all opponents with pure
stellar energy. Flare Star inflicts (18 x MAG + 5d8), M. Armor
Magical damage on all targets.
Prerequisite: Ray Bomb
REMOVE 50 MP
Target: Single Type: Status (Fatal) NR
The fabric of reality ripples and twists around the target, trying to
tear them free of time and space entirely. Remove has a CoS of (M.
ACC - 50), M. Evasion of instantly Ejecting the target from the battle.
TIME SLIP 45 MP
Target: Single Type: Status (Time) R
Hazy lights encircle the target as wavers and fades, body suddenly
out of synch with time around it. Time Slip has a CoS of (M. ACC -
50), M. Evasion of inflicting the Status Condition Sap (6).
Level 6
HASTEGA 80 MP
Target: Party Type: Status (Strengthen) R
A glowing red clock materializes below the casters allies, hands
spinning at normal speed but increasing by the second before it
fades in a flash, bestowing the Status Condition Haste on all targets
(4).
Prerequisite: Haste
QUARTER 75 MP
Target: Group Type: Status (Fatal) NR
Spheres of black and violet surge out to enclose all opponents,
crackling with audible force as the gravity inside the bubbles
increases a hundredfold. Quarter has a CoS of (M. ACC - 50), M.
Evasion of reducing the target to 25% of its current HP. This
damage is not modified for ARM or M. ARM, but is still subject to the
Damage Cap.
Prerequisite: Demi
QUASAR 82 MP
Target: Group Type: Arcane (Magical) NR
The skies part, drawing down a searing shower of celestial debris
and radiation to bombard the battlefield. When casting Quasar, roll a
d% for each opponent on the battlefield four times; the combatants
with the highest rolls in each instance will be targeted by the Spell.
Make standard M. ACC rolls against all affected opponents M. EVA
scores to determine whether the Spell hits; each successful strike
inflicts (8 x MAG) + 2d8 Magical damage. If there is only one eligible
target, it will be struck four times for the listed damage.
Prerequisite: Comet
STOP 67 MP
Target: Single Type: Status (Time) R
A ghostly metallic clock shimmers into existence over the target,
enveloping it in a dull pink glow as its hands slow, then stop
completely, shattering the clock. Stop has a CoS of (M. ACC - 50), M.
FINAL FANTASY THE ROLEPLAYING GAME 215
Evasion of inflicting the Status Condition Stop (4).
Prerequisite: Slowga
Temporal Shift 75 MP
Target: All Type: Support NR
In an instant, the caster is surrounded by ring after ring of
translucent clocks, circling in a slow pattern before speeding up and
shattering. The glittering debris hovers in mid-air for a moment,
drawing the lines of an ethereal clock face before winking out of
existence. Temporal Shift cancels all Time-type Status Conditions
currently active on the battlefield, negative or otherwise.
Level 7
WarP 100 MP
Target: Party Type: Support NR
Energy ripples around the caster and their allies as they wink out of
existence, reappearing an instant later many miles away. Warp must
be cast twice in order to be effective; the first time it is cast, an
arcane circle of energy forms around the caster, marking the
immediate area before fading away this is the Time Mages Home
Point, whose location should be noted at the time the Spell is cast.
The second time Warp is cast, the caster and all allies in the
immediate area are teleported back to the Home Point, regardless
of how much distance separates their current location with the
Home Point. If this effect is used in combat, it has effects equal to a
successful Escape Action for all Party members. Once the Party
arrives back at the Home Point, the arcane circle winks out of
existence; to set a new Home Point, Warp must be cast again.
Prerequisite: Exit
QUICKEN 103 MP
Target: Single Type: Support NR
The target blurs as it slides sideways in time, seeing the battlefield
frozen in its tracks for a brief moment. Quickens target may make
an Action as soon as the Spell is cast, even if they have already used
their allotment of Actions for the Round or are currently resolving an
Action with a Charge Time. Taking this Action will not count towards
their limit of Actions for the Round; if the chosen Action has a
Charge Time, resolve it immediately and subtract the Charge Time
from the combatants current Initiative count.
RETURN 85 MP
Target: Party Type: Support NR
The battlefield seems to fold up as time is compressed and enclosed
in a glowing globe that continually replays captured moments on its
rippling surface. Until the end of combat, the caster and all allies on
the battlefield may each re-roll any one die roll they make, keeping
the more favorable of the two; after this has been done, Returns
effects expire for them. The effects also expire if no reroll is made
before end of the battle, or if a combatant under the effects of
Return is targeted by Temporal Shift or Dispel.
Prerequisite: Reset
SHOCKWAVE PULSAR 100 MP
Target: Group Type: Magical R
Gravity suddenly ceases to function as a glowing sphere of stellar
energy and gases materializes above the battlefield, drawing the
targets into its embrace before exploding in a violent burst of light
and heat. Shockwave Pulsar inflicts (27 x MAG) + 4d12, M. Armor
Magical damage on all targets.
Prerequisite: Flare Star
X-ZONE 125 MP
Target: Group Type: Status (Fatal) NR
The fabric of reality splits open in a flash of white light, revealing the
alien stars beyond for brief instant. X-Zone has a CoS of (M. ACC -
50), M. Evasion of Ejecting all eligible targets into the Cleft of
Dimensions, a space outside the realm of human comprehension;
roll separately for each target. Anything targeted by the Spell may
voluntarily choose to travel to the Cleft; if so, no roll is necessary.
Prerequisite: Remove
Level 8
BLACK HOLE 150 MP
Target: Single Type: Status (Fatal) NR
A spinning vortex of gravitational energy forms above the battlefield,
crackling as it begins to direct crushing pressure on the target.
Black Hole has a CoS of (M. ACC - 50), M. Evasion of reducing the
target to 10% of its current HP. This damage is not modified for ARM
or M. ARM, and may exceed the Damage Cap.
Prerequisite: Quarter
CeLestial STasis 125 MP
Target: Group Type: Status (Time) R
A hazy clock face shimmers into existence across the battlefield,
hands shuddering as they begin to slow, eventually stopping dead.
For a moment, the second hand wavers, almost seeming to move
backwards before the clock explodes in a shower of fragments.
Celestial Stasis has a CoS of (M. ACC - 50), M. Evasion of inflicting
the Status Condition Stop upon all targets (4).
Prerequisite: Stop
METEOR 200 MP
Target: Group Type: Arcane (Magical) NR
With a single motion, the caster splits the skies above the battlefield
to reveal the stars and planets beyond and a single fiery meteor
hurtling towards the battlefield below, crashing down in a shower of
rock and flame. When casting Meteor, roll a d% for each opponent
on the battlefield six times; the combatants with the highest rolls in
each instance will be targeted by the Spell. Make standard M. ACC
rolls against all affected opponents M. EVA scores to determine
whether the Spell hits; each successful strike inflicts (8 x MAG) +
2d8 Magical damage. If there is only one eligible target, it will be
struck six times for the listed damage.
Prerequisite: Quasar
FINAL FANTASY THE ROLEPLAYING GAME 216
OLD 100 MP
Target: Single Type: Status (Weak) R
A current of time swirls around the target, stirring up dust and
decay as it pushes the unfortunate forward into old age and
disability. Old has a CoS of (M. ACC - 50), M. Evasion of inflicting the
conditions Agility Break (4), Armor Break (4), Magic Break (4),
Mental Break (4), Power Break (4) and Spirit Break (4).
Prerequisite: Time Slip
QUICK 200 MP
Target: Self Type: Support NR
A translucent clock encases the caster, creating a pocket of localized
time for a few precious seconds before shattering. Quick allows the
caster to make two Actions as soon as the Spell is cast; if the Actions
have a Charge Time, it is ignored. In addition, casting Quick a second
time while under the influence of Quick brings the caster back into
normal time, canceling the effects of both Spells. After the second
Action has been taken, the casters Initiative drops to 0, regardless
of whether or not the caster would normally be eligible to make
additional Actions.
Prerequisite: Hastega
RED MAGIC
A utilitarian blending of various schools of magic, Red Magic picks a
wide variety of spells from Black, White, and Time Magic for
unparalleled flexability on the battlefield.
Table 8-1: Red Magic
Red Magic Spells by Level
Level 1: Aero, Blind, Blizzard, Cure, Fire, Poison, Poisona,
Scan, Sleep, Thunder
Level 2: Berserk, Blink, Element Spikes, Float, Lock,
Rasp, Slow, Stona, Water
Level 3: Aera, Blizzara, Cura, Fira, Immobilize, Protect,
Regen, Silence, Thundara, Zombie
Level 4: Basuna, Bio, Confuse, Dispel, Drain, Haste,
Osmose, Raise, Ruse, Shell, Slowga, Watera
Level 5: Aeraga, Blizzaga, Curaga, Disable, Firaga, Mini,
Protectga, Stone, Thundaga, Time Slip
Level 6: Charm, Esuna, Flare, Hastega, Quake, Syphon,
Shellga, Stop, Waterga, Vanish
Level 7: Arise, Freeze, Nuke, Pain, Reflect, Renew, Toad,
Wall, Venom
Level 8: Break, Meltdown, Meteor, Old, Shield, Whirlwind
Note that the Red Magic version of Meteor and Haste do not have
Quasar or Speed as a prerequisite, as those spells are not on the
Red Magic list. All other spell prerequisites must be met as normal
when picking Red Magic spells.
BLUE MAGIC
Not all magic in the world originates from human hands. Monsters
and other creatures of magical origin practice their own unique
brand of innate spellcraft, unleashing devastating magical energies
almost as a reflex.
GOBLIN PUNCH 1 MP
Target: Single Type: Arcane (Physical) NR
The caster launches themselves at an opponent with unusual speed
and suddenness, weapon at the ready. Make a standard Attack
Action with whatever Weapon the caster has equipped when Goblin
Punch is cast; calculate damage as normal unless the caster and the
target are of equal Level; in this case, the attack inflicts 400%
Physical damage. Equipment Abilities are not factored into this
attack. If the caster has two Weapons equipped, choose which of the
two to attack with.
TRANSFUSION 1 MP
Target: Single Type: Recovery R
The caster transfers their life force into the target in the form of a
glorious golden beam. Transfusion restores a single target to its
maximum HP value; after the effects of Transfusion have been
resolved, the caster is automatically reduced to 0 HP, regardless of
their current HP score, ARM, or M. ARM.
REFLEcT-NULL 1 MP
Target: Single Type: Status (Special) NR
An iridescent ball of orange light speeds towards the target,
knocking down all barriers and protective fields as it homes in. When
used against a target with the Reflect Status Condition, Reflect-Null
has a CoS of (M. ACC - 50), M. Evasion of inflicting a random Status
Condition on the target; roll 2d6 and consult the table below to
determine the nature of the inflicted ailment.
Roll Status Condition
2 Petrify (4)
3 Immobilize (6)
4 Toad (6)
5 Blind (6)
6 Silence (6)
7 Poison ()
8 Sleep (6)
9 Slow (6)
10 Mini (6)
11 Disable (6)
12 Stop (6)
SELF-DESTRUCT 1 MP
Target: Single Type: Arcane (Physical) NR
The caster instantly converts their life force into explosive energy,
creating a cataclysmic blast that reduces the target's current Hit
FINAL FANTASY THE ROLEPLAYING GAME 217
Points by (Casters Current Hit Points). Self-Destruct cannot exceed
999 damage, regardless of the casters current HP. After damage
has been resolved, the caster is automatically reduced to 0 HP,
regardless of the caster's current HP, ARM or M. ARM values, or the
Damage Cap.
LASER EYES 4 MP
Target: Single Type: Arcane (Magical) R
Brilliant beams of energy pulse from the caster's eyes, slashing into
the target for (3 x MAG) + d8, M. Armor Magical damage.
CHOCO BALL 6 MP
Target: Single Type: Arcane (Magical) R
A crackling sphere of yellow energy forms around the caster,
growing in size until it is launched at the target, inflicting (4 x MAG)
+ d8, M. Armor Magical damage. Aerial-type monsters take 150%
damage from Choco Ball.
Red Feast 6 MP
Target: Single Type: Recovery NR
A series of blood-colored orbs shoot out from the tip of the casters
weapon, latching onto the target to drain its vital essences. Make a
standard Attack Action with whatever Weapon the caster has
equipped when Red Feast is cast, calculating damage as normal but
ignoring the Weapons Equipment Abilities; all damage inflicted after
modifying for Armor also restores the casters HP, up to its maximum
value. Any additional HP recovered beyond that is lost. If the caster
has two Weapons equipped, choose which of the two to attack with.
LEAP 8 MP
Target: Single Type: Arcane (Magical) R
Status (Weak)
The caster makes a powerful jump, disappearing into the clouds
before screaming downwards a split-second later. The resulting
impact inflicts (4 x MAG) + d8, M. Armor Magical damage, and has
an additional (M. ACC - 50), M. Evasion CoS for inflicting the Status
Condition Armor Down (4).
HASTEBREAK 10 MP
Target: Single Type: Status (Time) R
A white glow surrounds the target, flaring up with enough force to rip
a hole into space and time for one instant. Hastebreak has a CoS of
(M. ACC - 50), M. Evasion; its actual effects depend on the status of
the target. If it possesses the Status Conditions Haste or Agility Up,
they will be canceled by Hastebreak. If it has the Status Condition
Slow, but not the Status Conditions Agility Down or Agility Break, it
will be afflicted with Agility Down (4). If it has Agility Down or Agility
Break it will be afflicted with Slow (4); the same applies if it does not
possess any Time-type Status Conditions, Haste or Agility Up.
NIGHT 13 MP
Target: All Type: Status (Seal) R
The caster summons up a tiny patch of night sky to hover above the
area as soothing sounds lull the targets into a peaceful slumber.
Night has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Sleep (6); roll separately for each target affected.
FLAME THROWER 15 MP
Target: Single Type: Elemental (Fire) R
The caster releases a blistering stream of fire from their fingers,
scorching their intended target for (8 x MAG) + 2d8, M. Armor Fire
Elemental damage.
FLASH 15 MP
Target: Group Type: Arcane (Magical) NR
Status (Seal)
The caster directs a searing pulse of phosphorescent light at their
opponents, inflicting (4 x MAG) + d8, M. Armor Magical damage. In
addition, Flash has a CoS of (M. ACC - 50), M. Evasion of inflicting
the Status Condition Blind (4); roll separately for each target
affected.
POISON GAS 16 MP
Target: Group Type: Status (Toxin) R
A morass of multicolored toxins explodes from the casters body.
Poison Gas has a CoS of (M. ACC - 50), M. Evasion of inflicting the
Status Condition Poison (); roll separately for each target affected.
BLAsTER 17 MP
Target: Group Type: Arcane (Magical) NR
Status (Time)
A spinning circle of small vortices surrounds the casters head,
turning into globes of force as they accelerate, then release,
slamming into all targets for (4 x MAG) + d8, M. Armor Magical
Damage. In addition, Blaster has a (M. ACC - 50), M. Evasion CoS of
inflicting the Status Condition Immobilize (4); roll separately for each
target affected.
ULTRA WAVES 19 MP
Target: Group Type: Arcane (Magical) NR
Status (Mystify)
Purple waves of ultrasonic energy ripple from the casters body,
inflicting (8 x MAG) + 2d8, M. Armor Magical damage on all targets.
In addition, Ultra Waves has a CoS (M. ACC - 50), M. Evasion of
inflicting the Status Condition Berserk (6); roll separately for each
target affected.
DEATH FORCE 20 MP
Target: Single Type: Status (Barrier) R
A dazzling crystalline globe inscribed with the outlines of a
screaming skull materializes around the target, bestowing the Status
Condition Status Immune (Fatal) (6).
FINAL FANTASY THE ROLEPLAYING GAME 218
DRAGON FORCE 20 MP
Target: Single Type: Status (Barrier) R
A shimmering crystalline globe etched with intertwining dragons
appears around the target, bestowing the Status Conditions Element
Immune (Fire) (6), Element Immune (Ice) (6) and Element Immune
(Lightning) (6).
1000 NEEDLES 24 MP
Target: Single Type: Arcane (Physical) NR
One thousand stinging cactus thorns are shot from the casters body
at the target in rapid succession. 1000 Needles automatically inflicts
100 Physical damage on the target; M. ARM and ARM have no effect
on this damage.
MAGIC HAMMER 25 MP
Target: Single Type: Arcane (Magical) R
A solid-looking iron mallet materializes into existence above the
enemy, dropping onto the selected targets head with a brain-
splitting crack and removing (Targets Current MP / 10) MP from
each in the progress. Regardless of how much MP the target
currently possesses, Magic Hammer will never take away more than
999. The caster regains a number of Magic Points equal to the
damage inflicted by Magic Hammer after modifying for M. ARM.
DRILL SHOT 27 MP
Target: Single Type: Arcane (Physical) NR
The caster jabs at the target, creating a stream of multi-colored
spheres that rush out towards it and explode on impact. Make a
standard Attack Action with whatever Weapon the caster has
equipped when Drill Shot is cast, ignoring the Weapons Equipment
Abilities; when calculating damage, ignore the targets ARM and
where applicable the Status Condition Protect. If the caster has
two Weapons equipped, choose which of the two to attack with.
FORCE FIELD 27 MP
Target: Party Type: Status (Barrier) NR
The caster is enveloped by a prismatic glow, creating a rapidly-
expanding field which summons a sudden flash of white light to
engulf them, gradually spreading out to cover their allies before
fading. Force Field bestows the Status Condition Element Immune to
all allies (6); immediately roll a d8 and consult the table below to find
out which Element is affected.
Roll Immunity
1 Earth
2 Fire
3 Water
4 Wind
5 Lightning
6 Ice
7 Holy
8 Shadow
REVENGE Blast 30 MP
Target: Single Type: Arcane (Magical) NR
A wave of invisible force crashes into the target, inflicting (Caster's
Maximum HP - Caster's Current HP) Magical Damage in the process.
ROULETTE 30 MP
Target: All Type: Status (Fatal) NR
All natural light suddenly ceases as a single spotlight begins to spin
across the battlefield, drawing in tighter and tighter circles around
the combatants until it stops on a single target, killing it stone dead.
In order to determine the 'lucky winner' of this grisly fate, all
combatants, active or otherwise, should make an immediate
Percentile Roll once Roulette is cast. The highest-rolling combatant is
immediately reduced to 0 HP, regardless of current HP, ARM or M.
ARM values, or the Damage Cap.
LIMIT GlOBE 32 MP
Target: Single Type: Arcane (Physical) NR
A sinister globe of magical energy emerges from the casters body,
drifting towards the target at a leisurely pace before disappearing
into its body with a muted sucking sound. Make a standard Attack
Action with whatever Weapon the caster has equipped when Limit
Globe is cast; calculate damage as normal unless the caster is
currently at 25% or fewer of their maximum HP; in this case, the
attack inflicts 400% Physical damage. Equipment Abilities are not
factored into this attack. If the caster has two Weapons equipped,
choose which of the two to attack with.
HOMING LASER 33 MP
Target: Single Type: Arcane (Magical) NR
A salvo of searing laser beams arcs out of the casters body and
blasts the target in a spectacular series of explosions. Homing Laser
has a CoS of (M. ACC - 50), M. Evasion of inflicting (Target's Current
HP / 2) Magical damage; regardless of how much HP the target
currently possesses, Homing Laser will never take away more than
999 HP.
SEED CANNON 34 MP
Target: Single Type: Arcane (Physical) NR
The caster tenses up before firing a heavy seed pod, pummeling the
target. Seed Cannon inflicts (15 x STR) + 4d8, Armor Physical
damage.
CONDEMNED 35 MP
Target: Single Type: Status (Fatal) R
A cackling red skull appears over the target before slowly fading
away. Condemned has a CoS of (M. ACC - 50), M. Evasion of
inflicting the Status Condition Condemned on the target (4).
FROST 36 MP
Target: Single Type: Status (Fatal) R
The caster aims a stream of cold air at the target, dropping the
temperature surrounding the target close to freezing point. Frost
FINAL FANTASY THE ROLEPLAYING GAME 219
has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Frozen on the target (2).
MATRA MAGIC 36 MP
Target: Single Type: Arcane (Magical) R
A volley of tiny guided missiles burst from the casters body, seeking
out the enemy before consuming them in a powerful explosion.
Matra Magic inflicts (15 x MAG) + 4d8, M. Armor Magical damage.
STare 36 MP
Target: Group Type: Arcane (Magical) NR
Status (Mystify)
The casters eyes flare red, weaving hypnotic suggestions at all
unlucky enough to be caught up in the gaze. Stare inflicts (8 x MAG)
+ 2d8, M. Armor Magical damage; in addition, it has a CoS of (M.
ACC - 50), M. Evasion of inflicting the Status Condition Confuse (6).
Roll separately for each target.
THRUST KICK 37 MP
Target: Single Type: Arcane (Physical) NR
Status (Fatal)
The caster launches into an athletic flying kick, surrounded by a faint
nimbus of energy as they slam into their target with a sound barrier-
breaking crash. Thrust Kick has a CoS of (M. ACC - 50), M. Evasion
to instantly Eject the target from the battlefield; should the target not
be displaced, they are instead struck by the full force of the Blue
Mages blow, taking (18 x MAG) + 5d8, Armor Physical damage in
the process.
ACID 38 MP
Target: Single Type: Arcane (Magical) NR
Status (Weak)
A spray of corrosive slime splashes over the target, eating away at
its Evasions and inflicting (15 x MAG) + 4d8, M. Armor Magical
Damage. In addition, Acid has a CoS of (M. ACC - 50), M. Evasion of
inflicting the Status Condition Meltdown (2).
MUSTARD BOMB 39 MP
Target: Single Type: Status (Fatal) NR
The caster creates an explosive blast of fire and hot gases, igniting
the area around the target to infernal temperatures. Mustard Bomb
has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Heat on the target (2).
LILLIPUTIAN LYRIC 40 MP
Target: Single Type: Status (Special) R
The caster emits a blast of discordant notes, engulfing their intended
victim in a puff of sweet-smelling orange smoke. Lilliputian Lyric has
a CoS of (M. ACC - 50), M. Evasion of afflicting the target with the
Status Conditions Mini (6) and Sleep (6); make a separate Percentile
Roll for each Condition.
LEVEL 4 Holy 41 MP
Target: Group Type: Elemental (Holy) NR
Spectacular blasts of white energy assault the targets, encircling
them with pearl-like starbursts. Level 4 Holy only affects targets
whose Level is a multiple of 4, and inflicts (21 x MAG) + 5d8, M.
Armor Holy Elemental damage.
AQUA BREATH 42 MP
Target: Group Type: Elemental (Water) NR
Torrential winds assault the enemy, buffeting them about as
exploding water bubbles shower the area, hitting all targets for (18 x
MAG) + 5d8, M. Armor Water Elemental Damage.
ELECTROCUTE 42 MP
Target: Group Type: Elemental (Lightning) NR
The caster hovers in mid-air, conducting sparks of energy as green
bolts of electrical energy blast through the air at random intervals to
devastating effect. All targets caught in the blast are struck for (18 x
MAG) + 5d8, M. Armor Lightning Elemental damage.
FIRE BREATH 42 MP
Target: Group Type: Elemental (Fire) NR
The caster begins to glow in a distressing shade of orange as they
open their mouth to release a single solid ball of fire which bursts
into a swirling cloud of flames amidst the targets, burning them for
(18 x MAG) + 5d8, M. Armor Fire Elemental damage.
LEVEL 3 CoNFUSE 43 MP
Target: Group Type: Status (Mystify) NR
Small meteorites appear above each targets head, dropping down
with a comical plunk to release a riot of colored stars. Level 3
Confuse only affects targets whose Level is a multiple of 3, and has
a CoS of (M. ACC - 50), M. Evasion of adding the Status Condition
Confuse (6). Roll separately for each eligible target.
WHITE WIND 45 MP
Target: Party Type: Recovery NR
A dazzling constellation of pearls hovers around the caster,
radiating waves of bright light to restore (Casters Current HP) HP
to all allies.
LEVEL 3 DEF-Less 48 MP
Target: Group Type: Status (Weak) NR
The caster sends out a swarm of pale pink globes towards the
enemy, briefly encasing them in a field of rosy energy. Level 3 Def-
Less only affects targets whose Level is a multiple of 3, and has a
CoS of (M. ACC - 50), M. Evasion of adding the Status Conditions
Armor Break (6) and Mental Break (6).
DISCHORD 50 MP
Target: Single Type: Status (Weak) R
The target is surrounded by a coruscating aura of rainbow-colored
FINAL FANTASY THE ROLEPLAYING GAME 220
light, rippling along the length of its body several times before
fading. Dischord has a CoS of (M. ACC - 50), M. Evasion of severely
weakening the target, adding the Status Conditions Agility Down (4),
Armor Down (4), Magic Down (4), Mental Down (4), Power Down (4)
and Spirit Down (4).
POND'S CHORUS 50 MP
Target: Single Type: Status (Special) R
The caster emits a blast of discordant notes, obscuring the target in
sickly green vapors. Pond's Chorus has a CoS of (M. ACC - 50), M.
Evasion of afflicting the target with the Status Conditions Toad (4)
and Sleep (6); make a separate Percentile Roll for each Condition.
LEVEL 4 FLARE 50 MP
Target: Group Type: Arcane (Magical) NR
A series of volatile particles zero in on the enemy, accompanied by a
high-pitched whine. Level 4 Flare only affects targets whose Level is
a multiple of 4, and inflicts (24 x MAG) + 4d10, M. Armor Magical
damage.
DEGENERATOR 57 MP
Target: Single Type: Status (Fatal) NR
The caster emits a single burst of black energy that all but rips the
life energy of out its target. Degenerator has a CoS of (M. ACC - 50),
M. Evasion of instantly reducing the target to 0 HP, regardless of
current HP, ARM or M. ARM values, or the Damage Cap.
EARTH SHAKE 59 MP
Target: Group Type: Elemental (Earth) NR
Heavy tremors burst through the area, flying rocks and hot gases
blasting the paralyzed targets for (21 x MAG) + 4d12, M. Armor
Earth Elemental damage. Earth Shake will not affect Floating or
Flying combatants.
ANGEL'S SNACK 60 MP
Target: Party Type: Recovery NR
A cascade of sparkling blue stars showers down on the caster and
their allies, negating all magic in the area. Angels Snack cancels out
all Status Conditions beneficial or otherwise currently afflicting all
affected targets.
TWISTER 62 MP
Target: Group Type: Elemental (Wind) NR
The caster summons a roaring tornado to sweep through the area,
taking everything in its path for a spin. All targets in the affected
area are hit for (21 x MAG) + 5d8, M. Armor Wind Elemental
damage.
BAD BREATH 63 MP
Target: Group Type: Status (Special) NR
The mage exhales a stream of dark, billowing toxic smoke over his
enemies, fumes quickly moving out to engulf the entire area. Bad
Breath has a CoS of (M. ACC - 50), M. Evasion of inflicting multiple
Status Conditions on all active combatants in the targeted Group. Roll
once for each eligible target to determine whether Status Conditions
are inflicted; if successful, roll a d6 and consult the table below to
determine which Status Conditions are added to the target.
Roll Status Effects
1 Curse (6), Immobilize (6), Poison (), Silence (6)
2 Blind (6), Disable (6), Poison (), Slow (6)
3 Berserk (6), Condemned (4), Mini (4), Sleep (6)
4 Confuse (6), Slow (6), Sap (6), Toad (4)
5 Confuse (6), Petrify (4), Slow (6), Venom (4)
6 Berserk (6), Blind (6), Poison (), Zombie (6)
RIPPLER 65 MP
Target: Single Type: Status (Special) NR
Hazy spheres of blue energy surround the caster and their target,
gently rotating as the ground between the two begins to take on the
appearance of a mercury lake. At once the orbs swap, in the
process exchanging all Status Conditions possessed by the caster
and target, beneficial or otherwise. For example, a Blind caster using
Rippler on a target with Haste and Silence would end up with Silence
and Haste while the target themselves would be rendered Blind.
Status timers will transfer along with their Status. Note that
'permanent' Statuses such as those granted by the Equipment Ability
Auto-[Status] or Job Abilities cannot be transferred in this fashion.
CRY in the NIGHT 67 MP
Target: Single Type: Arcane (Magical) NR
Status (Special)
A dark shadow creeps across the battlefield, emitting tendrils of
glowing pink energy that drift among the combatants. A ball of blood
red energy rises from the midst of the targets, drawing in the pink
tendrils and absorbing their energy. The ball grows for a few
moments, becoming surrounded by a haze of red energy, and then
explodes. Wave after wave of explosive energy slam the targets for
(21 x MAG) + 5d8, M. Armor Magical damage. The explosion is
accompanied by a strange howling noise, a chilling sound with a (M.
ACC - 50), M. Evasion CoS of inflicting the Status Conditions Curse
(6) and Silence (6). Roll separately for each Condition.
GATLING GUN 68 MP
Target: Single Type: Arcane (Physical) NR
The caster sends a rapid barrage of explosive shells at one target,
peppering it repeatedly for grievous damage. Gatling Gun inflicts (24
x STR) + 4d10, Armor Physical damage.
WALL CHANGE 75 MP
Target: Single Type: Status (Special) NR
A shimmering globe of energy encloses the target, cycling through a
series of colors and hues before vanishing. Wall Change adds the
Status Condition Element Resist for all Elements save one; roll a d8
and consult the table below to determine which one. The combatant
will be afflicted with the Status Condition Element Weak for the rolled
element; roll again during every subsequent Status Phase,
FINAL FANTASY THE ROLEPLAYING GAME 221
rearranging the Status Conditions accordingly (6).
Roll Element
1 Earth
2 Fire
3 Water
4 Wind
5 Ice
6 Lightning
7 Holy
8 Shadow
LEVEL 5 DOOM 80 MP
Target: Group Type: Status (Fatal) R
Ghostly, fog-colored skulls materialize above the enemy, letting out a
haunting laugh before fading out. Level 5 Doom only affects targets
whose Level is a multiple of 5, and has a (M. ACC - 50), M. Evasion
CoS of instantly reducing any eligible target to 0 HP, regardless of
current HP, ARM or M. ARM values, or the Damage Cap.
LEVEL 2 OLD 84 MP
Target: Group Type: Status (Weak) NR
Grey clocks fade into existence over the battlefield, chiming twelve
times before disappearing again. Level 2 Old only affects targets
whose Level is a multiple of 2, and has a (M. ACC - 50), M. Evasion
CoS of inflicting the Status Conditions Agility Break (4), Armor Break
(4), Magic Break (4), Mental Break (4), Power Break (4), and Spirit
Break (4). Roll separately for each target affected.
ANGEL WHISPER 90 MP
Target: Single Type: Recovery NR
A beautiful angelic spirit descends from the heavens, hovering above
the target to shower it with glowing particles of magical energy
before fading away. Angel Whisper restores a single target to its
maximum HP value, as well as canceling all Status Conditions save
Zombie currently affecting that target. If used against Undead
monsters or combatants afflicted with the Status Condition Zombie,
Angel Whisper has a (M. ACC - 50), M. Evasion CoS of instantly
reducing the target to 0 HP, regardless of current Hit Points, ARM,
M. ARM or the Damage Cap.
MAGIC BREATH 90 MP
Target: Group Type: Elemental (Special) NR
A expanding cloud of iridescent bubbles swamps the area, bursting
into hissing spheres of fire, ice and electricity as it makes contact
with the enemy. All affected targets are hit three times; once for (8 x
MAG) + 2d8 Fire Elemental damage, once for (8 x MAG) + 2d8 Ice
Elemental damage, and once for (8 x MAG) + 2d8 Lightning
Elemental damage.
LEVEL 4 SUICIDE 91 MP
Target: Group Type: Status (Special) NR
Ribbons of red energy surround the targets, wrapping around them
tightly before fading away. Level 4 Suicide only affects targets whose
Level is a multiple of 4. It has a (M. ACC - 50), M. Evasion CoS of
instantly reducing any eligible targets HP to 1, regardless of current
HP, ARM or M. ARM values, or the Damage Cap. In addition, Level 4
Suicide also has a (M. ACC - 50), M. Evasion CoS of adding the
Status Condition Mini (4); roll separately for each affected target and
effect.
hEAVEN'S CATARACT 94 MP
Target: Group Type: Arcane (Magical) NR
Status (Weak)
A watery, translucent blue aura gathers around the caster, hovering
in place for a moment before being thrown into the enemy, rapidly
expanding as it approaches in an all-encompassing wave of dark
smoke. Heavens Cataract inflicts (24 x MAG) + 4d10, M. Armor
Magical damage; in addition, it has a (M. ACC - 50), M. Evasion CoS
of inflicting the Status Conditions Armor Break (6) and Mental Break
(6); roll separately for each affected target.
STONE BREATH 96 MP
Target: Group Type: Status (Seal) NR
The caster exhales a cloud of creeping gray vapors that slowly drift
to settle over the target. Stone Breath has a (M. ACC - 50), M.
Evasion CoS of inflicting the Status Condition Stone (); roll
separately for each target.
SHADOW FlARE 100 MP
Target: Single Type: Elemental (Shadow) R
Pure white light floods the area, turning all combatants into stark
black shadows; a second later, a swarm of dark particles homes in
on the target, blasting it for (27 x MAG) + 4d12, M. Armor Shadow
Elemental damage.
MIGHTY GUARD 120 MP
Target: Party Type: Status (Barrier) NR
Brilliant green globes of energy form around the caster and their
allies, fading into thin air a second later. Mighty Guard adds the
Status Conditions Haste (4), Protect (4), and Shell (4) to all allies.
ANNIHILATOR 125 MP
Target: Group Type: Arcane (Magical) NR
The caster raises their hand, building up a globe of dark energy
before casually throwing it into the midst of the enemy. The globe
hovers silently for a brief second before exploding in a cataclysm of
pink energy, inflicting (30 x MAG) + 4d12 Magical damage.
MORTAR 125 MP
Target: Group Type: Arcane (Physical) NR
Raising their arms to the sky, the caster launches a series of ruby-
red projectiles at the enemy, engulfing them in bursts of flame and
smoke. Mortar inflicts (30 x STR) + 4d12 Physical damage.
FINAL FANTASY THE ROLEPLAYING GAME 222
DEATH CLAW 140 MP
Target: Single Type: Status (Fatal) R
A spiral of malignant energy winds around the target in ever-
tightening circles, drawing into a constricting bind before
disappearing. Death Claw has a CoS of (M. ACC - 50), M. Evasion of
instantly reducing the target to 1 Hit Point, regardless of current HP,
ARM or M. ARM values, or the Damage Cap.
GRAND TRAIN 175 MP
Target: Group Type: Arcane (Magical) NR
A black wave of celestial energy assaults the targets as the
battlefield explodes in rushing starbursts, inflicting (36 x MAG) +
5d12 Magical damage on all opponents. Grand Train is not subject
to the Damage Cap, and can inflict damage in excess of 999.
STORM CANNON 200 MP
Target: Group Type: Arcane (Magical) NR
The caster points skywards, firing a blinding beam into the heavens.
The sky shimmers for a moment before waves of white light come
crashing down upon the targets, engulfing them in a haze of thick
white smoke that inflicts (15 x Caster's Level) Magical damage.
Storm Cannon is not subject to the Damage Cap, and can inflict
damage in excess of 999.
SPELLBLADE MAGIC
Spellblade Magic is a close cousin to Black Magic, storing Blacks
destructive powers in a weapon wielded by the caster, to be released
upon contact with an opponent. While the use of the weapon as a
conduit allows such spells to be cast with relative ease when
compared to their pure counterparts, a considerable amount of
weapons skill is required to maximize this advantage.
Elemental Tier
The basic effects of Spellblade are also widely seen as the most
versatile, channeling basic elemental attack spells into a weapon to
systematically exploit opponents weaknesses.
ENblizzard 5 MP
Target: Self Available: Level 1 NR
Cold air swirls around the casters Weapon as it absorbs the power
of Ice. Select a Weapon equipped by the caster to be affected by
Enblizzard, making a standard Attack Action with that Weapon when
Enblizzard is cast. The Weapon is treated as inflicting Ice Elemental
damage for that attack and that attack alone.
ENFIRE 5 MP
Target: Self Available: Level 1 NR
Flames crackle along the edge of the casters Weapon as it absorbs
the power of Fire. Select a Weapon equipped by the caster to be
affected by Enfire, making a standard Attack Action with that Weapon
when Enfire is cast. The Weapon is treated as inflicting Fire
Elemental damage for that attack and that attack alone.
ENHOLY 5 MP
Target: Self Available: Level 1 NR
A luminous glow surrounds the casters Weapon as it absorbs the
power of Holy. Select a Weapon equipped by the caster to be
affected by Enholy, making a standard Attack Action with that Weapon
when Enholy is cast. The Weapon is treated as inflicting Holy
Elemental damage for that attack and that attack alone.
ENSTONE 5 MP
Target: Self Available: Level 1 NR
The casters Weapon gains a dusty brownish hue as it absorbs the
power of Earth. Select a Weapon equipped by the caster to be
affected by Enstone, making a standard Attack Action with that
Weapon when Enstone is cast. The Weapon is treated as inflicting
Earth Elemental damage for that attack and that attack alone.
ENSHADOW 5 MP
Target: Self Available: Level 1 NR
A dark haze surrounds the casters Weapon as it absorbs the power
of Shadow. Select a Weapon equipped by the caster to be affected by
Enshadow, making a standard Attack Action with that Weapon when
Enshadow is cast. The Weapon is treated as inflicting Shadow
Elemental damage for that attack and that attack alone.
ENTHUNDER 5 MP
Target: Self Available: Level 1 NR
Electricity crackles through the casters Weapon as it absorbs the
power of Lightning. Select a Weapon equipped by the caster to be
affected by Enthunder, making a standard Attack Action with that
Weapon when Enthunder is cast. The Weapon is treated as inflicting
Lightning Elemental damage for that attack and that attack alone;
ignore all other Equipment Abilities.
ENVENOM 5 MP
Target: Self Available: Level 1 NR
A noxious green cloud condenses around the casters Weapon as it
absorbs the power of Bio. Select a Weapon equipped by the caster
to be affected by Envenom, making a standard Attack Action with
that Weapon when Envenom is cast. The Weapon is treated as
inflicting Bio Elemental damage for that attack and that attack alone.
ENWATER 5 MP
Target: Self Available: Level 1 NR
The casters Weapon turns to foaming liquid as it absorbs the power
of Water. Select a Weapon equipped by the caster to be affected by
Enwater, making a standard Attack Action with that Weapon when
Enwater is cast. The Weapon is treated as inflicting Water Elemental
damage for that attack and that attack alone.
FINAL FANTASY THE ROLEPLAYING GAME 223
ENWIND 5 MP
Target: Self Available: Level 1 NR
The casters weapon gains a gusty greenish hue. Select a Weapon
equipped by the caster to be affected by Enwind, making a standard
Attack Action with that Weapon when Enwind is cast. The Weapon is
treated as inflicting Wind Elemental damage for that attack and that
attack alone.
Status Tier
Another staple of the Magic Knight's repertoire, Status Strikes add a
chance to inflict a Status Condition on an unlucky opponent. For
combat situations where a quick finish isn't possible, a properly
placed Status Condition can turn the tide in the Magic Knight's favor.
BLIND STRIKE 10 MP
Target: Self Available: Level 1 NR
Dark mists swirl around the casters Weapon. Select a Weapon
equipped by the caster to be affected by Blind Strike, making a
standard Attack Action with that Weapon when Blind Strike is cast.
The Attack has a CoS of 60% of inflicting the Status Condition Blind
(6).
POISON STRIKE 10 MP
Target: Self Available: Level 1 NR
Purple venom bubbles around the casters Weapon. Select a Weapon
equipped by the caster to be affected by Poison Strike, making a
standard Attack Action with that Weapon when Poison Strike is cast.
The Attack has a CoS of 60% of inflicting the Status Condition
Poison ().
SLEEP STRIKE 10 MP
Target: Self Available: Level 1 NR
Soft golden motes play over the casters Weapon. Select a Weapon
equipped by the caster to be affected by Sleep Strike, making a
standard Attack Action with that Weapon when Sleep Strike is cast.
The Attack has a CoS of 60% of inflicting the Status Condition Sleep
(6).
BERSERK STRIKE 15 MP
Target: Self Available: Level 8 NR
The casters weapon is charged with a cherry-red glow. Select a
Weapon equipped by the caster to be affected by Berserk Strike,
making a standard Attack Action with that Weapon when Berserk
Strike is cast. The Attack has a CoS of 60% of inflicting the Status
Condition Berserk (6).
SLOW STRIKE 15 MP
Target: Self Available: Level 8 NR
The casters weapon gains a muddy gray shine. Select a Weapon
equipped by the caster to be affected by Slow Strike, making a
standard Attack Action with that Weapon when Slow Strike is cast.
The Attack has a CoS of 60% of inflicting the Status Condition Slow
(6).
SILENCE STRIKE 15 MP
Target: Self Available: Level 8 NR
The casters weapon makes no sound as it swipes at the target.
Select a Weapon equipped by the caster to be affected by Silence
Strike, making a standard Attack Action with that Weapon when
Silence Strike is cast. The Attack has a CoS of 60% of inflicting the
Status Condition Silence (6).
ZOMBIE STRIKE 30 MP
Target: Self Available: Level 15 NR
A mouldering green glow surrounds the casters weapon. Select a
Weapon equipped by the caster to be affected by Zombie Strike,
making a standard Attack Action with that Weapon when Zombie
Strike is cast. The Attack has a CoS of 60% of inflicting the Status
Condition Zombie (6).
CONFUSE STRIKE 30 MP
Target: Self Available: Level 15 NR
A riot of colored stars erupts from the casters weapon. Select a
Weapon equipped by the caster to be affected by Confuse Strike,
making a standard Attack Action with that Weapon when Confuse
Strike is cast. The Attack has a CoS of 60% of inflicting the Status
Condition Confuse (6).
CURSE STRIKE 30 MP
Target: Self Available: Level 29 NR
The casters weapon turns as black as the night. Select a Weapon
equipped by the caster to be affected by Curse Strike, making a
standard Attack Action with that Weapon when Curse Strike is cast.
The Attack has a CoS of 60% of inflicting the Status Condition Curse
(6).
MINI STRIKE 45 MP
Target: Self Available: Level 29 NR
Strange orange smoke begins to billow from the casters weapon.
Select a Weapon equipped by the caster to be affected by Mini Strike,
making a standard Attack Action with that Weapon when Mini Strike is
cast. The Attack has a CoS of 60% of inflicting the Status Condition
Mini (6).
STONE STRIKE 60 MP
Target: Self Available: Level 43 NR
Small fragments of rock cascade from the casters weapon as it
takes on a brown glow. Select a Weapon equipped by the caster to
be affected by Stone Strike, making a standard Attack Action with
that Weapon when Stone Strike is cast. The Attack has a CoS of 60%
of inflicting the Status Condition Stone ().
STOp STRIKE 50 MP
Target: Self Available: Level 43 NR
The caster and their weapon appears to be frozen in time; when the
strike finally happens, it is almost instantaneous. Select a Weapon
FINAL FANTASY THE ROLEPLAYING GAME 224
equipped by the caster to be affected by Stop Strike, making a
standard Attack Action with that Weapon when Stop Strike is cast.
The Attack has a CoS of 60% of inflicting the Status Condition Stop
(6).
TOAD STRIKE 70 MP
Target: Self Available: Level 43 NR
A noxious green smoke plays over the casters weapon. Select a
Weapon equipped by the caster to be affected by Toad Strike, making
a standard Attack Action with that Weapon when Toad Strike is cast.
The Attack has a CoS of 60% of inflicting the Status Condition Toad
(6).
FROZEN STRIKE 80 MP
Target: Self Available: Level 50 NR
Ice crystals begin to form on the casters weapon. Select a Weapon
equipped by the caster to be affected by Frozen Strike, making a
standard Attack Action with that Weapon when Frozen Strike is cast.
The Attack has a CoS of 60% of inflicting the Status Condition
Frozen (2).
HEAT STRIKE 80 MP
Target: Self Available: Level 50 NR
A muggy glow surrounds the casters weapon, raising ambient air
temperatures to an almost unbearable level. Select a Weapon
equipped by the caster to be affected by Heat Strike, making a
standard Attack Action with that Weapon when Heat Strike is cast.
The Attack has a CoS of 60% of inflicting the Status Condition Heat
(2).
PAin STRIKE 70 MP
Target: Self Available: Level 50 NR
Three streams of multi-colored energy swirl around the casters
weapon. Select a Weapon equipped by the caster to be affected by
Pain Strike, making a standard Attack Action with that Weapon when
Pain Strike is cast. The Attack has a CoS of 60% of inflicting the
Status Conditions Blind (6), Silence (6) and Poison ().
VEnom STRIKE 70 MP
Target: Self Available: Level 50 NR
Red poison bubbles around the casters weapon. Select a Weapon
equipped by the caster to be affected by Venom Strike, making a
standard Attack Action with that Weapon when Venom Strike is cast.
The Attack has a CoS of 60% of inflicting the Status Condition
Venom (4).
Effect Tier
As the Magic Knight hones his skills, he realizes that some situations
cannot be handled with a basic Elemental or Status Strike. Effect
Strikes were developed to fill these strategic gaps.

DRAIN STRIKE 10 MP
Target: Self Available: Level 22 NR
A trio of blood-red spheres begins to rotate around the casters
weapon. Select a Weapon equipped by the caster to be affected by
Drain Strike, making a standard Attack Action with that Weapon when
Drain Strike is cast. The Attack inflicts 100% damage; restore the
casters HP by an equivalent amount after modifying for ARM.
meltdown STRIKE 30 mp
Target: Self Available: Level 22 NR
An orange-red glow envelops the casters weapon. Select a Weapon
equipped by the caster to be affected by Meltdown Strike, making a
standard Attack Action with that Weapon when Meltdown Strike is
cast. The Attack ignores the targets ARM and the Protect Status,
where applicable.
OSMOSE STRIKE 1 MP
Target: Self Available: Level 22 NR
A trio of sky-blue spheres begins to rotate around the casters
weapon. Select a Weapon equipped by the caster to be affected by
Osmose Strike, making a standard Attack Action with that Weapon
when Osmose Strike is cast. The Attack inflicts 50% damage to the
targets MP after adjusting for ARM, but does not reduce the targets
HP; restore the casters MP by an equivalent amount.
DISPEL STRIKE 40 MP
Target: Self Available: Level 29 NR
The casters weapon glows cobalt-blue for a split second as tendrils
of ethereal mist curl around it. Select a Weapon equipped by the
caster to be affected by Dispel Strike, making a standard Attack
Action with that Weapon when Dispel Strike is cast. The Attack has a
CoS of 60% of canceling all Strengthen- and Barrier-type Status
Conditions save Shield currently active on the target.
GRAVITY STRIKE 50 MP
Target: Self Available: Level 29 NR
The casters weapon moves in an unusually sluggish fashion, as if
twice its normal weight. Select a Weapon equipped by the caster to
be affected by Gravity Strike, making a standard Attack Action with
that Weapon for 0% damage when Gravity Strike is cast. The Attack
has a CoS of 60% of reducing the targets HP by 50% of its current
value, regardless of current HP, ARM or M. ARM values, or the
Damage Cap.
RASP STRIKE 30 MP
Target: Self Available: Level 29 NR
A trio of pink spheres begins to rotate around the casters weapon.
Select a Weapon equipped by the caster to be affected by Rasp
Strike, making a standard Attack Action with that Weapon when Rasp
Strike is cast. The Attack inflicts 100% damage to the targets MP,
but does not reduce the targets HP.
FINAL FANTASY THE ROLEPLAYING GAME 225
syPhon STRIKE 55 mp
Target: Self Available: Level 36 NR
The casters weapon becomes reflective, seeming to draw in
everything in its vicinity. Select a Weapon equipped by the caster to
be affected by Syphon Strike, making a standard Attack Action with
that Weapon when Syphon Strike is cast. Calculate damage as
normal; the Attack will inflict 50% damage to the targets HP and
50% damage to the targets MP after modifying for ARM. If the
target has no MP, Syphon Strike will instead inflict 100% damage to
the targets HP. Restore the casters HP and MP by an equivalent
amount.
sIgnEt 75 MP
Target: Self Available: Level 43 NR
A nearly-translucent crest materializes around the casters weapon
before disappearing. Select a Weapon equipped by the caster to be
affected by Signet, making a standard Attack Action with that Weapon
when Signet is cast. Calculate damage as normal, ignoring all other
Equipment Abilities possessed by the Weapon; should this reduce the
target to 0 or fewer HP, the target is turned into a crystal. Roll a d10
and consult the table below to determine the type of crystal created
and its effects; the crystal is treated as an item usable by either the
caster or their allies, but must be used immediately after the battle
ends.
Roll Crystal Type
1-3 Red Crystal. The character regains a number of HP equal to
50% of their maximum value.
4-5 Gold Crystal. The character's HP and MP are restored to their
maximum values.
6-8 Green Crystal. The character regains a number of MP equal to
25% of their maximum value.
9-10 Blue Crystal. The number of XP gained by the character
during the battle are increased by 25%.
death STRIKE 95 mp
Target: Self Available: Level 50 NR
A ghostly, almost translucent gray skull materializes around the
casters weapon. Select a Weapon equipped by the caster to be
affected by Death Strike, making a standard Attack Action with that
Weapon when Death Strike is cast. The Weapon is treated as having
the Equipment Ability Death Strike for that attack and that attack
alone.
Ultimate Tier
At the highest level of proficiency, Magic Knights can channel the
most destructive powers of Black Magic into the confines of their
weapons. These ultimate enchantments focus on unleashing such
devastating power that none but the toughest opponents could
stand against them. Note that attacks made with Ultimate Tier cannot
score Critical Hits or Botches.
quake STRIKE 75 MP
Target: Self Available: Level 50 NR
Channeling Earth energy into their weapon, the caster strikes the
ground, sending a rippling wave of rocks and soil surging in all
directions. Select a Weapon equipped by the caster to be affected by
Quake Strike, making a standard Attack Action with that Weapon
when Quake Strike is cast. The Weapon is treated as having Target:
All and inflicting Earth elemental damage for that attack and that
attack alone. The Attack will not affect Floating or Flying combatants.
whirlwind STRIKE 85 MP
Target: Self Available: Level 50 NR
Channeling Wind energy into their weapon, the caster swings around,
whipping up a furious gale that surges towards the opposition.
Select a Weapon equipped by the caster to be affected by Whirlwind
Strike, making a standard Attack Action with that Weapon when
Whirlwind Strike is cast. The Weapon is treated as being Ranged and
having Target: Group as well as inflicting Wind elemental damage for
that attack and that attack alone.
black hole STRIKE 150 MP
Target: Self Available: Level 57 NR
Channeling Gravity energy into their weapon, the caster cleaves the
air open, creating a rippling black hole. Select a Weapon equipped by
the caster to be affected by Black Hole Strike, making a standard
Attack Action with that Weapon for 0% damage when Black Hole
Strike is cast. The Weapon is treated as having the Equipment Ability
Death Strike for that attack and that attack alone. Should Death
Strike fail to affect the target, the Black Hole Strike has a CoS of
60% of reducing the targets HP to 1, regardless of current HP,
ARM, M. ARM or the Damage Cap.
flare STRIKE 100 MP
Target: Self Available: Level 57 NR
Channeling orbs of pure magical energy into their weapon, the
caster lunges at the target, creating a ferocious series of explosion
as their weapon makes contact. Select a Weapon equipped by the
caster to be affected by Flare Strike, making a standard Attack Action
with that Weapon for 200% damage when Flare Strike is cast. The
Attack is not subject to the Damage Cap.
ultima STRIKE 250 MP
Target: Self Available: Level 64 NR
Channeling pure magical energy into their weapon, the caster swipes
at the air, sending out a way of destructive force to sweep into the
enemy. Select a Weapon equipped by the caster to be affected by
Ultima Strike, making a standard Attack Action with that Weapon for
200% damage when Ultima Strike is cast. The Weapon is considered
to have Target: Group for that attack. In addition, the Attack is not
subject to the Damage Cap and ignores as the targets ARM and the
Protect Status, where applicable.
FINAL FANTASY THE ROLEPLAYING GAME 226
INTUITIVE MAGIC
In Final Fantasy, most magic is heavily regimented, divided into set
groups of Spells with explicit effects that never change. This does
not mean that there is no room for creativity, however on the
contrary, by drawing on their experience, veteran casters can create
all manner of cantrips, illusions, and other sorcerous miscellanea. In
the FFRPG, such magic is known as Intuitive Magic.
Basic Rules
Intuitive Magic is subject to several important restrictions. These
are:
No Intuitive effect can directly inflict or recover damage and Status
Conditions, or mimic the mechanical effects of an existing Spell. This
does not mean the effect's ultimate outcome must always be
harmless; using Intuitive magic to startle a soldier and send him
falling over a parapet will still result in damage, albeit indirectly.
A spellcaster can only create Intuitive magic in line with the Spells
he or she would normally be able to cast. A Black Mage, for instance,
would not be able to create a blast of air to knock a treasure chest
from a high pedestal, nor would a White Mage be able to create a
fiery explosion in mid-air. To make this simpler for both the players
and the GM, all Jobs with the ability to use Intuitive Magic or
comparative powers have a list of keywords in Chapter 4. In order to
be cast, the desired effect must be in line with one or more of these
keywords.
Spells cast through Intuitive magic are still Spells. If the character
is unable to cast Spells as a result of Status Conditions or other
extraordinary circumstances, Intuitive magic is similarly off-limits.
Intuitive Magic cannot be used more than once per Scene.
Creating a new magic effect is often an involved process, and
requires a brief 'cooldown' period between Spells.
Creating an Intuitive Effect
Because Intuitive effects are open-ended in nature, the rules to
create them are relatively simple most of the 'heavy lifting'
involved in their creation relies on GM and player judgment.
DESCRIBE THE EFFECT
Whenever a player wishes to create an Intuitive effect, they must
begin by explaining what exactly they want to achieve. Legitimate
examples might include things like Reshape the columns into a
stairway leading to the next level, Create a bridge from the
surrounding plants and creepers that will carry the party across the
chasm, Transfer enough mana to the Skystone to get the airship
off the ground, or Create a spectacular bang! Before approving
the effect, the GM should make sure that what the player is trying to
achieve can't be readily done with an existing Spell and that the
effect is in line with the keywords given for the player's Job. Effects
that do not fall into any particular magical domain as with the last
two examples given above do not have to conform to a specific
keyword.
DETERMINE THE MP COST
The next step is to assign an MP cost to the effect. This will be
determined by how large an object or area it affects when cast the
larger the scale, the higher the MP cost. While an effect's MP cost is
entirely left to the GM's discretion, the table below gives appropriate
ballpark figures for various size grades.
Table 8-2: Sample Intuitive MP Costs
SIZE OF ITEM OR AREA AFFECTED MP COST
Small rock 2
Average-sized rock 8
Child, Moogle, Tarutaru 15
Human 30
Ogre, Gigas 50
Small house 80
Large house 100
Skyscraper 200
City block 400
DETERMINE THE MODIFIER
Once the effect's cost has been established, the next thing on the list
is its difficulty or to be precise, the Conditional Modifer imposed on
the player's M. Accuracy when rolling to see whether the effect
succeeds. This is determined by its complexity, or overall
sophistication. The more elaborate the intended effect, the lower the
ultimate CoS will be. Again, while this is left to the GM's discretion, a
number of sample modifiers have been given below.
Table 8-3: Sample Intuitive Modifiers
COMPLEXITY MODIFIER
Creating a bright flash -20
Creating a crude illusion -20
Using telekinesis to move an object -40
Creating a modest illusion -60
-80
Creating a sophisticated illusion -100
-120
-140
Reshaping the immediate environment -160
MAKING THE ROLL
To complete the effect, the caster must make a Task Check against
their Magic Accuracy, subtracting the modifier assigned for the
effect's complexity. Depending on the circumstances, the GM may
also assign additional modifiers; some examples are given below. If
the roll succeeds, the player achieves the desired effect; if the roll
fails, the Magic Points have been wasted.
FINAL FANTASY THE ROLEPLAYING GAME 227
CONDITIONAL MODIFIERS
Effect's scale larger than a human: -20
Effect's scale larger than small house: -40
Elaborate, hour-long rituals performed beforehand: +20
Working against weak enchantments: 0
Working against competent enchantments: -20
Working against elaborate enchantments: -40
Working against masterful enchantments: -80
CASTING CIRCLES
In magic, as in all other things, two heads are often better than one.
Intuitive Magic can benefit from the Groupwork rules from Chapter 5,
provided that all other participants have the appropriate Intuitive
Magic ability.
Sample Intuitive Effects
Medeo 15 mp
Effect: A classic example of stage magic. Medeo mimics the effects
of the Time Spell Meteor, summoning an asteroid fragment to crash
into the target with a devastating explosion. Unlike its 'genuine'
counterpart, Medeo is all sound and fury, doing no damage; the
pyrotechnics produced, however, are indistinguishable from the real
thing. Medeo is cast at a CoS of (M. ACC - 60).
CHAPTER GLOSSARY
The following list recaps some of the most important concepts
introduced in this chapter for quick reference.
Arcane Magic. Any Spell that deals damage, but is not directly
associated with one of the Combat Elements.
Elemental Magic. Any Spell that deals damage associated with one
of the Combat Elements.
Intuitive Magic. 'Minor' Spells created on the fly by casters.
NR. Shorthand for not reflectable.
R. Shorthand for reflectable.
Recovery Magic. Spells that restore HP or MP, or remove harmful
Status Conditions.
Spellblade Magic. Spells that primarily affect a Weapon rather than
a target.
Status Magic. Any Spell which adds harmful or gainful Status
Conditions to one or more targets.
Support Magic. Spells which do not directly affect combatants or
their opponents, or which bypass magical Evasions by default.
FINAL FANTASY THE ROLEPLAYING GAME 228
IX
______________
ADVENTURING

No matter how dark the night,


morning always comes. And
our journey begins anew.
Lulu
FINAL FANTASY X
Nobody said wandering the world in search of evil was going to be
easy. This chapter presents some of the challenges and issues
characters encounter in the field as they rise to greatness.
REST AND RECOVERY
Even the most cautious heroes will take a few lumps on the road to
glory, and as the battles start coming in thick and fast, the injury
tally will rise in turn. This section looks at the aftermath: healing,
resting, recuperating, and getting back to fighting fitness.
Resting
Magic and items can patch up injuries on the go, but can drain the
party's resources if there's a lot of hurt to go around. The
alternative is to let injuries heal up the natural way with rest.
To rest, characters need just two things: time and space. Time is
self-explanatory the longer the party has to kick back and relax,
the more beneficial the rest will be. In order to benefit from a rest
period, a character cannot undertake any complex or physically
exerting activities during that time period unless they are directly
related to the recovery process. In other words, taking the time to
make splints and sewing wounds is fine; forging a sword or clearing
boulders is not.
Space is a little trickier. The default space requirement for rest is
an area where the party can stretch out without fear of being
attacked by marauding monsters and the like. In practical terms, this
means that long stretches of rest are impossible in the middle of a
dungeon thick with enemies unless the party can find some way to
keep itself protected during that time. Higher grades of rest demand
additional amenities on top of this space, namely shelter, food, and
bedding. These 'requirements' are listed with the respective rest
grades.
INTENSIVE REST
A full day spent doing nothing but recovering from injuries qualifies
as Intensive Rest. At the end of the rest period, all characters
including Unconscious ones will be restored to maximum HP and
MP. In addition, Intensive Rest cancels all Status Conditions currently
affecting the Party. Unless there is a significant reason not to,
characters automatically undergo Intensive Rest between
adventures.
Time Taken: 1 full day
Requirements: Cabin or Average quality room
FULL REST
An uninterrupted nights sleep in comfortable surroundings allows
characters to recover all HP and MP and cancels all Status
Conditions afflicting the party except Zombie and Stone.
Unconscious characters will revive at the end of the rest period with
their HP and MP restored to 50% of their maximum values. Full Rest
in a Luxurious room gives the same benefits as Intensive Rest.
Time Taken: 7 to 8 hours
Requirements: Cabin or Average quality room
TRAVEL REST
Travel Rest is typical of the kind of night's sleep a party will get on
the road. Assuming the party can rest for a full night without
interruptions, they recover 75% of their maximum HP and MP. All
Status Conditions afflicting the party are canceled during this time,
with the exceptions of Unconscious, Zombie, and Stone.
Time Taken: 7 to 8 hours
Requirements: Tent or Poor quality room
FITFUL REST
Fitful Rest can be defined as either sleeping fewer than the usual
seven or eight hours or being interrupted in the night by a monster
attack. At the end of a Fitful Rest period, all party members regain
50% of their maximum HP and MP values. All Status Conditions
afflicting the party are also canceled at the end of this time period,
with the exceptions of Unconscious, Zombie, and Stone.
Time Taken: 3 to 4 hours
Requirements: Sleeping Bag or Squalid quality room
BREAK
Taking a Break means taking an hour off to eat, nap, examine
injuries, sharpen weapons, and generally improve the partys well-
being. At the end of the Break, characters recover 10% of their
maximum HP and MP, while Status Condition timers are reduced by
6.
Time Taken: 1 hour
Requirements: None
FINAL FANTASY THE ROLEPLAYING GAME 229
BREATHER
Even taking the time to catch ones breath can make all the
difference in a long and brutal dungeon. A Breather is defined as the
time taken by the party to bandage wounds and wipe swords
enough time, in short, to recover a little bit of lost life and replenish
magical resources. Characters recover 5% of their maximum HP and
MP at the end of a Breather, while Status Condition timers are
reduced by 2.
Time Taken: 10 to 15 minutes
Requirements: None
The Healing Skill
Characters with the Healing Skill can use their talents to assist the
natural healing process, increasing recovery gains in both the short
and long term. During rest periods, characters may make a Task
Check against their Healing to speed up the healing process. If the
Task Check is successful, the party's recovery gains at the end of
the rest period will be equal to the next-highest grade of rest if
the characters took a Break, they'll get the benefits of Fitful Rest, if
they took Travel Rest, they'll get the benefits of Full Rest, and so
forth. The only thing that changes in this case is the actual recovery
benefit; no additional time or resources are consumed.
Failure has no consequences, but a Botch means the characters
ministrations actually have the opposite effect, bumping the effects
of resting down to the next-lowest grade. This means that Breathers
actually have no impact on the party if a Healing roll is Botched.
Conditional Modifiers depend on how much time the character
making the roll has to work with the more drastic the
improvement, the harder it will be to squeeze into the resting
timeframe.
CONDITIONAL MODIFIERS
Full Rest to Intensive Rest: +40
Breather to Break: +20
Fitful Rest to Travel Rest: 0
Travel Rest to Full Rest: -20
Break to Fitful Rest: -40
Healing Fixtures
Players may also be able to salve their injuries through healing
fixtures, things in the environment that provide 'free healing' to
characters who use them.
RECOVERY SPRINGS
Recovery springs are pools of water suffused with quantities of Life
magic large enough to restore anybody who drinks from them.
Recovery springs can have one of several effects:
Cure Status Conditions. A spring that cures Status Conditions will
remove all non-Barrier and Enhance-type Status Conditions from a
character partaking of its power. Unconscious characters cannot
benefit from this kind of spring.
Restore HP and MP. A spring that restores HP and MP will restore
them to their maximum values. Unconscious characters cannot
benefit from this kind of spring.
Revivify. A spring that revivifies characters will restore an
Unconscious character to maximum HP and MP. Other characters
gain no benefits from drinking from it.
Full Recovery. Some rare springs combine all three of the above
effects.
It should be noted that recovery springs are only effective because
of the Life magic concentrated in the surrounding area. Bottling a
spring's waters for future use will merely leave a character with a
bottle of crisp, refreshing, but otherwise utterly ordinary spring
water.
SAVE CRYSTALS
Save crystals are large, free-standing crystals that collect and focus
surrounding magic. Merely touching a save crystal is enough to
restore Hit Points and Magic Points to full and cancel all non-Barrier
and Enhance Status Conditions. Unconscious characters will also be
revived with maximum HP and MP.
OTHER FIXTURES
Depending on the nature of the setting, characters may also
encounter other fixtures with similar powers over the course of their
travels. Practical examples include automated healing stations,
magical spheres, and enchanted gates.
Consecrated Areas
Ordinarily, resting in the middle of a dangerous dungeon is out of
the question. But in some cases, the PCs may discover small patches
of consecrated ground in otherwise dangerous territory, usually
marked by unusual features or simply a noticeable aura of magic
energy. Such areas naturally repel monsters and other evil
creatures, making it possible to rest there for at least short periods
of time.
Recovering Status Conditions
Even if characters aren't taking the time to rest, any Status
Conditions still in effect after a battle or Scene ends will naturally tick
down between Scenes, eventually expiring if their timer isn't
unlimited. Out of combat, a Status Condition's timer will generally
decrease by 1 every ten minutes until the Condition expires,
although the GM may be more generous with Barrier and Enhance-
type Conditions. If the Condition is still active when the character
enters combat, reduce the timer by 1 at the start of the battle. If
that does not cancel the Status outright, it will tick down at the
normal rate of 1 per Round.
FINAL FANTASY THE ROLEPLAYING GAME 230
Critical Injuries
All characters suffer a few scratches and scrapes during the course
of their career, but some injuries cant just be shrugged off with a
Potion and a good nights sleep. Things like broken arms, trauma,
and severed vocal cords are all examples of these kinds of Critical
Injuries.
In game terms, characters suffering from a Critical Injury
temporarily or permanently acquire Disadvantages to represent
them: Soft Target for broken ribs or virulent sickness, Lamed for
damage to the legs, and so forth. Assuming the injuries can be
cured, characters who intend to recover from such setbacks must
first be diagnosed and treated with a Healing roll. Sample
Conditional Modifiers for doing so are given in Chapter 5; others can
be set by evaluating the difficulty of the task based on the nature
and extent of the characters injuries. If successful, the character will
recover from the injury in about one to six weeks of game time,
depending on how long the GM feels like milking the player's plight.
Injuries that cannot be cured become permanent Disadvantages
instead. Changing a character in this way does not yield points to
spend on Advantages, and must be discussed between GM and
player before being put into effect. If using the Traits and Key Points
options presented in Appendix IV, Disadvantages acquired in this
fashion earn the character a number of KP equal to the
Disadvantages normal point cost.
TOWNS
Towns are an important feature of the adventuring life here,
adventurers rest, gather information from locals, acquire equipment,
and restock supplies. Though the term 'town' is used as a blanket
term for any large settlement in the game world, there are plenty of
other possibilities passing caravans, roadside inns, sales
terminals, and wandering merchants can all potentially fulfill the
same basic range of functions.
Exploration
Final Fantasy games encourage the players to chat up random
strangers, saunter into buildings, and poke their noses into vases,
woodpiles, and anything else that might hide valuables. If characters
have nothing else to do with their time, they can simply explore the
area for a few hours to see what they can turn up.
SEARCHING FOR INFORMATION
If the party is in search of a piece of information or a specific
person or location, they may send members out to comb the town
for clues. Doing so requires time a couple of minutes to a couple
of hours, depending on the amount of ground that needs to be
covered and a successful Skill Test against Inquiry or Streetwise
from the 'search party.' Depending on the area and the value of the
information sought, characters may have to loosen their
pursestrings to get the information they need.
Shopping
Shopping is an essential part of the adventuring lifestyle, regardless
of whether it's simply to top up the party's Potion reserves or a full-
fledged upgrade of weapons and armor. Players begin their
shopping excursions by telling the GM what kind of store they are
looking for, leaving the GM to decide whether such a store exists and
how long it will take to track it down a process that can take
anywhere from a few minutes to several hours, depending on the
size of the town and the number of available shops. If the layout of
the town is particularly confusing, a Trade or Inquiry roll may also be
required.
STORE TYPES
Towns offer a dizzying array of places where adventurers can spend
their hard-earned money. Store types characters may run into over
the course of their adventures include:

Weapon Stores
Weapon Stores stock weapons of all types. A good portion of these
stores manufacture their inventory in-house, incorporating separate
forges and workshops beneath the premises.
Armor Stores
Armor Stores cover Armor of every type, from Mail to Armwear. As
with Weapon Stores, it is not uncommon to find skilled metalworkers
attached to the store's premises, producing goods for sale.
Arsenals
Arsenals are large, well-stocked emporiums typically found in major
cities, selling Weapons as well as Armor. Aside from stocking locally
manufactured weapons, these stores also carry imported items and
other exotic equipment.
General Stores
General Stores service the population at large, selling Recovery,
Support, and Battle Items as well as miscellaneous equipment. A
General Store may also stock a limited selection of basic Weapons
and Armor if no other stores in the area sell them.
Relic Stores
Relic Stores tend to be rarer fixtures in settlements, as most of their
stock comes from items recovered by adventurers and explorers. As
the name implies, they deal in curios and unusual items, including
Accessories of all shapes and sizes.
Poacher's Dens
Poachers' Dens specialise in the processing of monster remains into
usable items, a grim and onerous trade rife with skinning, tanning
hides and boiling venoms and acids. Nonetheless, stores of this kind
do a steady business, and will be the first port of call for any serious
monster hunter. Aside from taking in monster remains, they may also
sell the Recovery, Support and Battle Items processed from them.
FINAL FANTASY THE ROLEPLAYING GAME 231
Auction Houses
The preferred haunts of the noble and well-to-do, auction houses
allow selected members of the public to bid on a variety of rarities
and antiquities. Generally speaking, ordinary equipment and items
are unlikely to end up on the auction block what's up for grabs
tends to run the gamut from useless bric-a-brac like model airships
and collectible porcelain to dungeon keys and artifacts of mystic
significance.
Auction houses are rarely found outside of major cities. Even then,
access isn't a given some houses may only cater to the upper
classes, making it difficult for rough-and-tumble adventurers to get
in without the right connections.
Bazaars
Bazaars are stores with a twist you never know quite what you're
going to get. Generally only found in larger cities, bazaars offer a
wide range of strange and unusual goods, ranging from genuine
rarities and powerful artifacts to the buffed-up junk sold by
unscrupulous con men looking to make a quick Gil. As with all
shopping, finding a bazaar takes time, though they usually tend to
be easier to locate than individual stores.
Unlike normal shops, players don't come to a bazaar with a
shopping list rather, they will get a number of purchase options,
each given a description rather than a firm name. A Marduk Bow
found in a town bazaar might be described as 'a well-polished
ancient crossbow engraved with a storm god's image,' while a Oak
Staff may be called 'an iron-shod staff made of durable wood.'
There are only two ways to positively identify a good: buy it, or make
a successful Trade roll with the appropriate modifiers.
So why bother with bazaars? In places where the store selection is
limited, bazaars can provide access to higher levels of equipment.
Alternatively, bazaar goods can save players some coin, assuming
they're careful enough to avoid the scams that 'bag of ten dusty
bottles with illegible labels' retailing for 1000 G could be a budget-
priced pack of ten Hi-Potions... or simple colored water.
OTHER PURCHASES
For purchases beyond the scope of Chapter 6, the GM can rule for
cost and Availability Rating on the spot, depending on the value and
rarity of the purchase. To make comparative pricing a little easier, a
scale of several sample goods and services and their relative price
is given below.
Table 9-1: Miscellaneous Costs
DESCRIPTION COST
Meal, cheap 10
Sailing ship passage, short distance 30
Map, well-explored location 30
Map, world 50
Meal, specialty 70
High-powered battery, electrical 100
Yellow chocobo, rental, daily 125
Black chocobo, rental, daily 200
Airship passage, short distance 200
Airship passage, medium distance 400
Map, obscure or dangerous location 500
Car, rental, daily 500
Small package, long-distance via airmail 500
Airship passage, long distance 800
Map, off-limits or highly dangerous location 1,500
Vehicle fuel, one weeks supply 3,000
Casino, day pass 3,000
Chocobo pen, rental 10,000
Casino, lifetime pass 30,000
Seaside villa, purchase 300,000
Note that these values are only intended as a starting point, rather
than as absolute gospel. Any number of factors can affect the final
asking price, up to and including simple narrative convenience. If
needed, an Availability Rating if needed can be generated via the
following table:
Table 9-2: Availability Ranges
GOOD OR SERVICE RARITY AVAILABILITY
Commonly and openly available 99 - 85
Relatively common 84 - 70
Somewhat uncommon 69 - 50
Uncommon or difficult to source 49 - 30
Rare or exotic 29 - 20
Very rare 19 - 10
Extremely rare 9 - 0
Pubs and Cafes
Pubs or cafes, for the teetotaling adventurers out there give the
party access to the local rumor mill. In most situations, an hours
time and a Task Check against Inquiry at +20 will turn up half a
dozen rumors, stories, or current events of varying degrees of
accuracy. Some of these may just be things the players already know
(They say the Empires new Doom Sphere is close to completion.)
while others offer potential jumping points for side-quests (Ive
heard theres a ghost up at the clocktower that appears on nights
when the moon is hidden by the clouds.) and new adventures.
Bartenders who listen into every conversation day-in, day-out
also tend to be fonts of information, and can offer the party odd
jobs and leads after a few drinks.
FINAL FANTASY THE ROLEPLAYING GAME 232
NOTICE BOARDS
Some pubs have notice boards for job offers and wanted posters. If
the party is looking for a few spare Gil, a fast-paced chase after a
fugitive criminal or a hunting expedition seeking a particularly
infamous local monster may be just the ticket.
Crafting
Characters with spare materials and time on their hands may want to
take advantage of local workshops to craft items and equipment.
Full rules for this are found in Appendix I.
Inns and Hotels
After a long days shopping, players are likely to want to bed down
at an inn or hotel. How restful the resulting nights sleep is depends
on the quality of the lodgings. All inn rooms fall into one of following
four quality ratings:
Squalid rooms are the pits noisy, dirty, vermin-ridden and prone
to belongings disappearing in the night.
Poor rooms are a step up from squalid. Though unlikely to win any
major awards for amenities, they are clean enough to assure mostly
uninterrupted sleeping.
Average rooms represent the baseline for most inns the party will
encounter well-maintained and comfortable, if not spectacular.
Luxurious rooms are truly a five-star affair, and have a number of
other perks included in the price for example, en suite service and
a mini-bar.

The quality of a room affects two things: the kind of rest the party
will get there, and the price of the room itself. The table below gives
suggested prices per head for room quality, though like all other
prices, these can be adjusted as the GM sees fit.
Table 9-3: Accommodation Costs
ROOM QUALITY PRICE PER NIGHT REST TYPE
Squalid 10 Fitful
Poor 25 Travel
Average 100 Full
Luxurious 500 Intensive
While the partys available funds and condition can affect what kind
of lodgings they ultimately stump for, location also plays a role.
Larger cities often sport a number of inns and hotels of varying
quality whereas smaller villages have a take-it-or-leave-it approach
to accommodations.
Alternately, the party may wind up receiving room and board from
allies, sponsors, or a PC with a house in the area. If so, the costs
are waived. In the interests of keeping things simple, daily expenses
medical cost, food and drink, other sundries are simply factored
into the price of the nights accommodation.
ON THE ROAD
Once the party clears out of town, they have the great outdoors to
contend with. This section covers some of the challenges and
activities to be found on the road.
Navigation
If the party shelled out for a map before setting out, they will find
that finding their way becomes that much easier. Assuming the map
is reliable and of excellent quality, characters with the Navigation
Skill make Task Checks with a Conditional Modifier of +80. For maps
of merely good quality, the Modifier drops to +40; reasonable maps
with some degree of accuracy reduce this to +20. Poor or
inaccurate maps are of no help whatsoever.
Players with the Navigation Skill can also declare that they are
keeping their own maps as they travel through a given area. These
start off as poor, but will automatically improve in quality as the
party spends more and more hours in a given location. Depending
on the size of an area, a reasonable map alone can take between 2
and 20 hours; truly excellent maps of an area require significantly
more time investment.
Scavenging
Players can use the Scavenge Skill to obtain materials from monster
carcasses, exposed ore, crystal, and the like. While these materials
vary wildly in usefulness and are not as accepted as items or
equipment in shops, they are still useful in crafting and
manufacturing. These things begin with a certain number of Craft
Points' worth of material normally ranging from 0 to 50 CP that
can be extracted in smaller batches with successful Scavenge rolls.
To begin, the player must declare an intent to use Scavenge before
item drops are rolled: any materials gained from Scavenge will
replace any items that might have dropped from the enemy. The
players must then decide how many CP they are attempting to
scavenge, from 1 to 10; this number is immediately subtracted from
the item's total CP. The player must then make a Task Check with
Conditional Modifiers applied depending on the Tier of the material.
The player's character should also have the tools to extract the
desired material, though in a pinch, they can always use their
Weapon. On average, the Tier of CP harvested in this fashion will be
equal to (Parties Average Level / 7), though the GM may raise or
lower this as they see fit.
Conditional MODIFIERS
Scavenging Tier 1 material: +40
Scavenging Tier 2 material: +30
Scavenging Tier 3 material: +20
Scavenging Tier 4 material: +10
Scavenging Tier 5 material: 0
Scavenging Tier 6 material: -10
Scavenging Tier 7 material: -20
Scavenging Tier 8 material: -30
FINAL FANTASY THE ROLEPLAYING GAME 233
A success means that the declared number of CP are immediately
added to the character's Inventory. A failure means that some of the
material was damaged during the scavenging process 50% of the
declared number of CP are added to the character's Inventory. A
Botch means that the character gains no CP at all, while a Critical
Success adds +25% of the declared number of CP to the
character's Inventory.
The amount of time needed to scavenge material can vary from
fifteen minutes to several hours, depending on how difficult it is to
reach and extract the essentials. As always, GM discretion applies.
? Scavenging in Action
Having finally escaped from Deathsight's prison ship after a
spectacular battle, the party finds itself wandering through the
desert. En route to civilisation, they discover the sun-bleached
skeleton of a Behemoth.
Rob (Hiro): We should try scavenging some of those bones.
There's bound to be some good material in there. Rodger, I'm
going to go ahead and attempt to scavenge 10 CP.
Rodger (GM): Getting a good-sized chunk broken off the
skeleton will take a bit of elbow grease about thirty minutes
or so.
Rob: We can spare an hour or two, right? I'm good.
Rodger: Then go ahead and roll.
Rodger, has already decided that the skeleton has 40 CP of
Tier 7 material, and subtracts 10 for Rob's attempt. Rob's
Scavenge Rating is 40, but due to the material's toughness,
he will be making his Task Check at -20. His final CoS is 20.
Rob: (rolling) 18!
Rodger: That's a success. You gain 10 CP of Tier 7 bone. Rob:
Woot. I'm feeling lucky I'll go in for another 10.
Rodger subtracts another 10, leaving the skeleton with 20 CP.
Rob: (rolling) 50. No good.
Rodger: After a bit of struggling, you leverage free 5 CP.
Rob: Might as well keep going. Another 10.
Rodger subtracts another 10, leaving the skeleton with 10 CP.
Rob: (rolling) Ah, damn. Botch. I'll try one last time. 10 again.
Rodger subtracts another 10. The skeleton has no CP left now.
Rob: (rolling) 10!
Rodger: You harvest another 12 CP of bone from the skeleton.
That seems to be the last of the useful material here.
Blair (Mint): Mint huffs. Come on! We're going to miss teatime
if you keep mucking around with those dirty bones!
Weather
From howling snow to blistering heat, the climates adventurers are
likely to find themselves battling are literally endless. But fighting in
less-than-perfect weather means more than just running the risk of
developing a case of heatstroke or the sniffles. Strong weather
conditions warp and accumulate large concentrations of Elemental
energy around them, reducing the effectiveness of affiliated
Elemental attacks. And even that may not be the end of the party's
problems, as these surges in mana can attract and birth fearsome
Elementals.
In addition to altering the power of certain Elemental attacks,
some weather conditions may have additional effects. These are
described below; the Elemental effects are listed in Table 9-4 at the
end of this section.
Gale
Effect: Strong winds sweep the area. Flying and Floating characters
and creatures move at 50% normal speed in effect, as if they
were moving through Adverse Terrain. Ranged Attacks made with
Throwing Weapons and Weapons such as Bows, Boomerangs, and
Rifles suffer a -40 Conditional Modifier.
Heatwave
Effect: Rising temperatures leave a shimmering haze of heat draped
over the area. Characters may exhaust quicker and find actions
more strenuous than normal, imposing a -20 Conditional Modifier on
all physical activities.
Heavy Rain
Effect: A cloudburst showers the battlefield. Heavy rain imposes a
-40 Conditional Modifier to visibility as well as Ranged attacks.
Sandstorm
Effect: In desert areas, strong winds can whip up violent
sandstorms, cloaking an entire battlefield in grit and dust. Powerful
sandstorms can reduce visibility close to zero, imposing a -60
Conditional Modifier to visibility and Ranged attacks.
Heavy Snow
Effect: Torrential snowfall. Drastically affects visibility, imposing a
-60 Conditional Modifier to visibility and Ranged attacks made at
medium range or greater. Characters who are not properly insulated
against the elements also risk suffering from hypothermia, frostbite,
or worse extended exposure over a period of several hours may
inflict the Status Condition Frozen.
Thunderstorm
Effect: Where skies grow overcast, random lightning can make travel
a risky proposition. The GM should roll a d% every fifteen to thirty
minutes the party spends in a thunderstorm. On a roll of 15 or
lower, a lightning bolt strikes; if the party is not near or under
shelter, lightning will strike a random party member At the beginning
of each Round fought in a storm, roll a d%; on a roll of 15 or lower,
a random target has been struck by a lightning bolt. The effects of
this depend on the size of the thunderstorm; assign a Scale of 1
through 30 as you would with an Environmental Feature, then use
the appropriate Spell to calculate damage.
FINAL FANTASY THE ROLEPLAYING GAME 234
Table 9-4: Weather Effects
WEATHER CONDITION FIRE WATER WIND EARTH ICE LIGHTNING BIO HOLY SHADOW
Fog --- +10% --- --- --- --- --- --- ---
Gale --- --- +25% -25% --- --- --- --- ---
Heatwave +25% --- --- --- -25% --- --- --- ---
Heavy Fog --- +10% -10% --- --- --- --- --- ---
Heavy Rain -25 +25% --- --- --- --- --- --- ---
Overcast --- --- --- --- --- --- --- --- ---
Rainy --- +10% --- -10% --- --- --- --- ---
Rainy and Windy -10% +10% +10% -10% --- --- --- --- ---
Sandstorm --- -25% --- +25% --- --- --- --- ---
Snow --- -25% --- --- +25% --- --- --- ---
Heavy Snow -10% -25% +10% --- +25% --- --- --- ---
Sunny --- --- --- --- --- --- --- --- ---
Thunderstorm --- --- --- -25% --- +25% --- --- ---
Environmental Features
An 'environmental feature' is a conspicuous piece of scenery that
affects the party's progress. Examples of environmental features
might include a fallen column barring a passage, a set of locked
double doors, an unstable bridge, or a mysterious machine
connected to an ancient elevator. If necessary, characters can attack
environmental features both in and out of combat; they do not
generate Initiative, their EVA and M. EVA will always be 0, and for
obvious reasons, they are immune to all Status Conditions.
Environmental Features are measured by two Combat Statistics
Durability and Scale. Durability is an abbreviated combination of Hit
Points and Armor, and simply measures how many hits it takes to
destroy the Feature. Usually, this has a value ranging from 1 (flimsy
wood) to 10 (steel-reinforced concrete).
Scale measures the overall size and damage potential of the
Environment Feature for situations where it inflicts damage on
others. This is a value ranging from 1 (trashcans, crates) to 30
(large buildings), and is treated as an Attribute. In situations which
call for the Feature to do damage, pick an appropriate Spell from the
lists in Chapter 8 and insert the Features Scale into into the
Damage Code. For instance, attacking a fuel tank would eventually
make it explode, creating a spectacular fireball that burns everything
in the immediate vicinity. Assuming a medium-sized fuel tank, the GM
assigns it a Scale of 10, and uses the Damage Code for Fira to
figure out how much Fire Elemental damage is dealt to everything
around it.
MANIPULATING THE ENVIRONMENT
Aside from attacking and destroying environmental features,
characters may also use the power of the elements to manipulate
them. Possible effects include:
Earth. Earth attacks typically cause tremors that can quickly
damage and destroy smaller environmental features, opening up
previously inaccessible sections.
Fire. Setting things on fire with a well-aimed Fira is the easiest way
to make a battle a little more interesting. Structures and vegetation
burn up slowly enough that theyll most probably be ablaze for the
rest of the battle; combatants, however, are far less durable. Anyone
caught in the middle of a fire will suffer Fire Elemental damage equal
to 10% of their maximum Hit Points for each Round spent in the fire;
calculate this damage during the Status Phase. Environmental
features set on fire and then rigged to fall on opponents do Fire
Elemental rather than Physical damage. Finally, a large enough blaze
or combination of smaller blazes will make the immediate area
subject to Heatwave conditions until extinguished.
Ice. Ice Elemental attacks have the ability to freeze bodies of
water or ice over soggy ground, turning previously traversable
areas into Adverse Terrain. Should the players tire of their giant
skating rink, a well-placed Fire Elemental Attack is capable of melting
through most ice formations.
Lightning. Attacks that cause Lightning Elemental damage are
capable of powering or overloading heavy machinery and
electronic devices. The exact results of such actions depend on the
device in question, but could easily range from destroying a shield
generator protecting a major villain to activating an elevator to high
ground.
Water. Water can sweep smaller environmental features out of the
way and soak into solid ground, turning it into muddy and Difficult
Terrain.
Wind. Wind can knock things over or blow smaller objects away a
good way for retrieving things that would normally be beyond the
party's reach. It may also disperse fog.
Shelter
When players want to rest in a town, they seek out the nearest inn or
hotel room. On the road, characters carry their own
accommodations in the form of one-shot 'shelter' items stored in
FINAL FANTASY THE ROLEPLAYING GAME 235
the Inventory Slot and consumed when the party rests for the day.
There are three of these in total:
Sleeping Bags represent the basic comforts for the adventurer on
the move, offering a welcome layer of padding between weary bones
and hard ground for one person.
A proper Tent protects its occupants from wind and weather,
making for considerably more restful nights in less-friendly environs
for a group of adventurers.
Larger and sturdier than Tents, Cabins are reinforced to withstand
almost anything short of a hurricane. The increased space
translates to an increase in creature comforts for the party,
including a proper cooker for preparing meals.
Despite the name, these items simply represent things like food,
bedding, and supplies a Tent isn't literally a tent, but just the
material needed to spend a comfortable night in a tent. Unlike other
equipment purchases, these Items will always be available. Players
should note how much of each they are buying 3 Sleeping Bags, 2
Tents, 5 Cabins when purchasing supplies.
Table 9-5: Shelter Costs
SHELTER TYPE COST REST TYPE
Sleeping Bag 10 Fitful
Tent 25 Travel
Cabin 100 Full
CHAPTER GLOSSARY
The following list recaps some of the most important concepts
introduced in this chapter for quick reference.
Critical Injuries. Injuries severe enough to give characters
temporary or permanent Status Conditions.
Durability. A measure of how many hits it takes to destroy an
environmental feature.
Scale. A measure of large an environmental feature. This value is
used to calculate damage inflicted by the feature.
FINAL FANTASY THE ROLEPLAYING GAME 236
X
____________
GAMEMASTERING
$_khdz=m#
(Leader? I never asked to be the
leader.)
Squall Leonhart
FINAL FANTASY VIII
Storyteller, referee, organizer a good GM is all three, and more
besides. It goes without saying that the Gamemaster's role is the
most challenging and rewarding one in the entire FFRPG. Where
players take on the role of a single heroic character and explore
that character in depth, the GM is responsible for literally everything
else allies, villains, supporting cast, monsters, and world design.
This chapter covers the game as seen from the other side of the
table, from the first adventure to the final battle. Offered along the
way are tips, tools, rules, and advice in short, something for every
Gamemaster, regardless of experience.
Of course, this section is not meant to be the alpha and omega of
gamemastering advice. Literally hundreds of guides have been
written on the subject over the years, and many more are likely to
follow in the years to come. More importantly, there is no such thing
as a fail-safe guide. Each GM and every group have their own
individual needs; inevitably, some are going to slip through the
cracks. Many of the suggestions and ideas in this chapter are thus
more advice than gospel in the end, your own experiences will be
what guides in you in running the game.
GM BASICS
While the various aspects of running a game seem obvious to
veterans, its a different matter for newcomers. Being a GM is a
daunting task, and the pitfalls on the road to a good game or
session are many. For this reason, the following section covers
responsibilities, habits, and considerations new GMs can benefit from
knowing.
The Gamemasters Role
The GM's responsibilities can be broken down as follows:
Present the world to the players. The GM tells or show the
PCs what their characters experience and see in the world around
them. In an e-game, this is handled by sophisticated video
processors and soundtracks; the GM's challenge is to achieve the
same effect with voice and props alone. On the other hand, the GM
isn't limited to a mere twenty tracks of music or a single TV screen,
and can paint rather more expansive vistas as a result.
Determine the feasibility of actions. Using common sense as well
as the rules in this book, the GM decides what the heroes can and
can't do and if they can, how easy or challenging those actions
are. A human in full armor can't jump a forty-meter-wide ravine in a
single leap; a four-meter jump might be possible under the
circumstances, but requires the GM to decide just how difficult the
resulting roll will be.
Inevitably, there will be situations where the written rules don't
clearly explain what to do, or when a PC decides to try something
not covered in the rules. In this case, it is left to the GM to decide
what happens, and whether a proposed action is possible at all.
Create and roleplay non-player characters. The GM roleplays the
villains opposing the PCs, the sidekicks and allies assisting the
heroes' efforts, their rivals and comic relief, and the 'bit part'
characters shopkeepers, bartenders, farmers, fishermen, guards,
and everything in between. This can be both easy and difficult; while
many of the minor NPCs need only a bare minimum of description,
juggling a large number of characters let alone making them
memorable requires a fair amount of effort.
Design encounters and adventures. The GM determines what
challenges the PCs face during each session, and creates a
narrative to string these challenges together into an adventure.
While it is possible to develop encounters and events on the fly, most
GMs plan them beforehand, making notes as to how monsters and
NPCs are likely to act and thinking of ways the PCs can overcome
the obstacles in their path. Pitching the difficulty at just the right
level is an important part of this; a good adventure will be
challenging enough to make the PCs work to survive, but not so
dangerous that they'll be flayed within an inch of their lives two
steps in.
Create and play monsters. Arguably the most straightforward of all
GM tasks. Coming up with foes for the group is as simple as picking
one of the sample monsters in Appendix II or creating a new one
using the guidelines in that same Appendix. Running them is
essentially no different than playing an NPC, and is ultimately a
matter of using the opponent's intelligence and background as a
yardstick for their actions. GMs should also be familiar with a
monster's strength and abilities, and know how they will affect the
party before throwing them into battle.
Reward the group. Much of adventuring is about the rewards the
players receive along the way money, equipment, experience, and
intangibles. How much the characters receive for their trouble is up
to the GM. The important trick here is to strike a balance between
over-compensating and short-changing the players; guidelines for
handling rewards are presented later in this chapter.
Tell a story. The players are heroes of their own story, but its ebb
FINAL FANTASY THE ROLEPLAYING GAME 237
and flow is the province of the GM. Developing a coherent narrative
with enough twists to keep the players interested is key to a
successful long-term game.
Most of these responsibilities will be looked at in greater detail as
this chapter goes on.
The Seven Habits
Every group has its own way of doing things, but there are a few
ways to make a session better regardless of who's playing or
running. The seven most prominent of these are given below.
KNOW THE RULES
Before you begin a game, ensure youve got at least a firm grasp on
the ruleset. As GM, your responsibilities will not only include
adjudicating the rules, but also explaining them to your players. The
better you know the raw material youre working with, the more
smoothly the game will run when its finally time to put it into action.
KNOW YOUR PLAYERS
Being able to run a rewarding and interesting roleplaying game is
contingent on knowing what your players consider 'rewarding' and
'interesting.' Each player has his or her own motivators, and
roleplays for different reasons; to create a satisfying experience, it is
essential to find out what they are and plan your games accordingly.
Some players may want a straightforward hack-and-slash game;
others like to flex their drama muscles and are drawn to deep,
complex plots. In general, your groups will have representatives of
one or more of these seven player types:
Gamists are at the table to play the game. They are rarely
concerned about factors like character development, and tend to
care more about being able to spend time with other people at the
table. This lack of engagement can be frustrating if you are trying to
build a narrative, but Gamists are easier to keep pleased. Give their
characters enough cool stuff to do and ensure the game moves at
a fair clip, and youre unlikely to have too many problems with them.
Achievers play games to advance their characters, acquire more
powerful items, and see their alter egos grow in power and renown.
The easiest way to motivate an Achiever is to keep XP and treasure
flowing at a steady rate, though its important to be careful when
rationing out rewards; too much generosity can destroy campaign
balance and adversely affect the rest of the party. A good substitute
is giving the character a little bit of fame or infamy in the game
world; sometimes, these intangible rewards carry more weight than
yet another sword or high-powered item.
Killers take their satisfaction from defeating powerful foes and the
visceral thrills of combat. Like Achievers, Killers are relatively easy to
motivate have enough challenging opponents on tap to ensure
they have to use their full range of Abilities and make battles a
regular fixture in your sessions. Regular, however, shouldnt translate
to unrelenting unless the rest of your group enjoys combat as well.
Storytellers in particular may resent having to reach for a sword
every other hour of play.
Explorers want to see the world, explore places and meet people.
If you are running with an established setting, players of this type
are likely to derive particular enjoyment from seeing familiar faces;
strategic encounters with major and minor e-game characters or
good use of Final Fantasy tropes like airships and Chocobos. The
secret lies in spacing out these elements so that they dont come
across as over-used. Once you've run into Cloud Strife in a bar for
the fourteenth time, it just stops being special.
Storytellers are in it for the roleplay aspects. They gain the most
satisfaction from being able to play their characters quirks and
foibles and interact with others, and will quiz your NPCs at greater
depth and length than the average player. This means having at
least a stock background for all notable characters and the ability to
improvise if the players go off script. At the same time, be on the
lookout for scene diggers Storytellers who insist on acting out
every little NPC conversation and encounter in full, drawn-out detail.
Cut off grandstanding like this at the roots buying a sword
shouldn't involve a five-minute conversation about the current
weather and how the shopkeeper's grandmother is doing, especially
if the rest of the party is more interested in action than acting.
Party Animals get most of their kicks out of the group dynamic,
and enjoy planning and strategizing with others to reach a common
goal. When problems loom, the Party Animal is inevitably the first to
act, assuming control of the situation and marshaling the rest of the
group into developing an elaborate master plan Throw in a whole-
team activity every now and then or encourage situations where
strategizing has a notable impact, but keep an eye on just how play
time these grand schemes eat up. As much fun as planning is,
ultimately the show must go on.
Archetypes enjoy playing one particular character type young
children, Paladins, Mithra and play it to the hilt, even in situations
where that character would normally take a back seat. With
Archetypes whose specialized skills see little use in regular play
Thieves designed for breaking and entering, Mediators geared
toward information-gathering and persuasion you can engineer
situations where the character can take center stage without
affecting the rest of the group. This may involve splitting them off
and sending them on a solo excursion effective in moderation, but
best not done too often unless you enjoy being accused of
favoritism.
Of course, not everybody falls into a single neat category. Most
players lean towards two or more archetypes, giving you
combinations like Gamist-Achievers, Achiever-Killers, Storyteller-
Party Animals, or Explorer-Gamists. Keep running notes on your
players and what or doesnt capture their attention over the course
of a session youll eventually be in a better position to judge their
tastes and preferences and adjust your own adventures accordingly.
WATCH THE CLOCK
In most cases, you'll only have a limited amount of time in which to
run your session, so it's important to maximize what time you have.
Factors to bear in mind include:
FINAL FANTASY THE ROLEPLAYING GAME 238
Off-Topic Chatter. Roleplaying is about socializing more than
anything. As a result, you have to be prepared for a certain level of
chit-chat during the course of a session as players catch up with
each other on last weeks TV, the latest downloads, and current
events in general. While it may be tempting to ride roughshod over
the chatter, letting the players get it out of their system before the
session starts means theyre more focused on the game itself once
things kick off.
You can take advantage of this by budgeting a little social time at
the beginning and then setting a cut-off point. Depending on the
circumstances, you may also want to allot a little period for cooling
down at the end of the session and a break near the middle. Of
course, having that kind of compromise on the table means the
players must respect it, too. If two of your group members suddenly
start going off on a tangent about last nights LAN party in the
middle of a major fight, politely butt in with a Could you guys wait
until the break?
Dead Air. Of course, ensuring the players dont get sidetracked
means ensuring that theres no reason for their attention to start
wandering. In tabletop groups, the main cause of this is dead air, a
stretch of time in which the player or group has nothing to do. Dead
air arises for a number of reasons, but lack of preparation is usually
a major contributor; the one thing guaranteed to kill momentum is
the GM flipping pages in search of an obscure table or struggling to
think up a NPC response while the players sit around tapping their
pencils.
In an ideal situation, the truly crucial information needed to run
the game will be at your fingertips at any given time. The time it
takes to print out cheat sheets of vital formulas or record your
monster stats on note cards beforehand will pay off tenfold once
youre actually sitting at the table. By the same token, encourage
your players to keep all relevant information pertaining to their
characters equipment, Abilities, Spells, stats, and personal details
close to hand for easy reference for when they need to start
looking things up. Make copies of your characters sheets if you get
the chance; in many situations, having the information to hand
yourself can be quicker than asking a player to relay it.
Selective Editing. Keeping a game flowing also means stepping in
when the pace starts flagging and getting things moving. Dont
waste too much time on scenes that dont advance the plot
roleplaying an Inquiry check that takes a character all over town in
search of an NPC may yield some interesting moments, but can
easily eat up an hour of play with no real gain.
Selective editing means deciding what and what not to show;
mundane activities like shopping can easily be resolved in the space
of a few die rolls, while conversations with important NPCs are best
restricted to the information that directly affect the players choices.
On the other hand, if the PCs happen to get involved in a funny or
striking conversation, let it play out; as long as the players are
having fun and stay invested in action, theres no real rush.
Player Dithering. While dead air tends to be the GM's fault, the
players themselves can bring the action to a screeching halt just as
easily when theyre debating their next course of action. While you
do want the party to strategize, an hour-long argument on
equipment purchases or allocation of healing items doesn't make for
a better session. Put a little time limit on player discussion and be
ready to force their hand if they dither for too long; forty-five
minutes of arguing what to do about that Quadav scout the partys
Archer spotted over the next ridge can be easily if messily
resolved by having a full attack force charge the laggards.
Rule Debates. Nothing brings sessions to a screeching halt faster
than those dreaded moments when one of your players looks up
and says I dont think thats how that rule works. If youve taken
the time to get to grips with the contents of the Core Rulebook,
youve already got a leg up in this regard; find the relevant section,
re-read the disputed rule, and make a judgment. If its not
immediately clear how the rule in question should be interpreted,
suggest a compromise that tries to accommodate both sides. If
theres a genuine deadlock, offer to settle the matter by having both
sides roll a dice or flipping a coin. The ultimate goal of any rules-
related debate is to get it resolved and the game going as quickly as
possible; if the discussion drags on past the five-minute mark,
youre already in danger of compromising the rest of the session.
Unfortunately, you may find that some players will go out of their
way to keep a debate going, especially when a certain interpretation
of the rules works heavily in their favor. Provided the issue isnt too
critical, offer to continue the discussion in one of your scheduled
breaks or after the game, then retroactively apply whatever
consensus you establish to the game once play resumes.
Ending with a Bang. It's always smarter to end your sessions on a
high note than let the action peter out it keeps players interested,
and leaves everybody itching for the next installment. The easiest
way to do this is to cap the proceedings with a high-energy fight or a
compelling cliffhanger, then end the session while the players are still
enthusiastic. The main problem in pulling this off lies in timing. Due
to the complexity of the FFRPG combat, its all too easy for events to
turn against you, transforming what was supposed to be a quick 30-
minute skirmish into a 2-hour behemoth that leaves everybody
drained by the end.
Cliffhangers are far easier to deploy, since almost any moment of
play can turn dramatic with very little effort. Players exploring the
Imperial Palace? Let them barge into the Emperors throne room to
find his cooling body on the throne. Party flying to a meeting with
resistance leaders to trade a vital artifact? Warships suddenly
appear on the horizon, intent on blowing them out of the skies.
Group doing a meet-and-greet with a local contact? Have a flunky
come rushing in, crying that soldiers are on the way and armed to
the teeth. While it's best to have an ending worked in advance, you
can just keep an eye on how the game is running and calculate the
most dramatic possible way to cap off whichever Scene happens to
be in progress at the time once the energy starts sagging. In a
worst-case scenario, wait until the games narrative flow offers a
convenient stopping-place. Its often better to end a little early than
a little late.
FINAL FANTASY THE ROLEPLAYING GAME 239
BE FIRM, BUT FAIR
As GM, you interpret the rules to serve the needs of your game and
ensure the game runs under a consistent framework. From
character creation to task resolution, your decisions and opinions
give you a significant degree of authority at the gaming table. How
much authority, though? Be too lenient, and players end up walking
all over your carefully-prepared adventures, batting through
powerful monsters with barely a shrug. Indulge in your fantasies of
godhood and make players' lives miserable, and you could find
yourself with an empty table next week.
Being an effective GM means balancing the two extremes, and
keeping an open mind while doing it. While your decision is always
final,you can still make a bad call or misread a rule on occasion.
Don't be afraid to own up to to your mistakes, and do try to
compensate players if theyre seriously affected by them. At the
same time, be ready to put your foot down if your players edge your
campaign off the rails. If the homebrew Job you approved at the
outset is turning into an unending nightmare, take steps to tone it
down. If one players wacky antics are throwing a disrupting play,
make your disapproval known. When it comes to running the game,
a little sternness can go a surprisingly long way toward making a
better experience for all involved.
BE DESCRIPTIVE
A GM is a storyteller first and foremost. Even if your group treats
your plots as a disposable excuse to slaughter as many monsters as
possible, your descriptions should be detailed enough that your
players arent forced to ask basic questions like How large is the
room? or What does he look like?
Combat in particular is one area where deploying descriptive detail
can make all the difference; even with the most enthusiastic group of
players, seven or eight Rounds worth of You hit him with your
sword. He takes 8 damage. He hits you back. You take 2 damage
can really be a drain on the tables energy level. Take the time to
embellish special attacks, critical hits, spells and the like; describe
the monsters staggering, roaring, bleeding, and shouting curses like
their lives depend on it.
The players, too, should be encouraged to get creative with their
actions and play off each other. Mint attacks! is short and to the
point, but sometimes its more fun to see actions likeMint twines
the whip around the Soldier, sending him spinning like a top before
delivering a sharp snap as a follow-up blow. By setting a positive
example, the GM can greatly increase the amount of creative
investment and description the players are willing to put forth.
BE MEMORABLE
Final Fantasy is a game of grand vistas and intriguing characters,
world-threatening plots and larger-than-life villains. Keep a steady
supply of interesting geographical features, exotic monsters and
recognizable characters on hand and design your adventures to
showcase them to maximum effect. Most importantly, always keep an
eye on what youre doing and get into the habit of asking yourself,
How could I make this more interesting? Staging a prison break
after one of your players has been kidnapped by the Empire? Make
the prison a crystalline tower or place it on gigantic tank treads
capable of crushing the heroes underfoot. PCs facing an Imperial
general in said prison break? Surprise them with a disgraced
nobleman whose right arm has been replaced by a sword, or a burly
albino with a penchant for chainguns. Let your creativity shine, and
dont be afraid to surprise players once in a while. At the end of the
day, those efforts are what will keep the group buzzing about your
sessions months after the fact.
HAVE FUN!
This is, when all is said and done, the most important thing a GM can
do. Roleplaying is a hobby, not a job or competitive sport; the aim of
each session is for all participants to have as much fun as possible.
Keep an eye on the energy level at the table and dont be afraid to
solicit feedback from players after a session wraps up; the things
they tell you will ultimately help you build a better game. And if
certain rules bother you or are proving to be a drag in actual play,
change them. Anything presented in this book can be modified or
ignored as necessary, including this chapter. At the end of the day,
its important that you derive as much enjoyment from running your
games as your players derive from playing them.
House Rules
House rules are tweaks and changes made to the basic FFRPG
ruleset for adventures and campaigns. Not every GM uses house
rules, but there are times when you'll want to make adjustments or
additions to suit your own needs. In most cases, these will probably
be dictated by the needs of your setting. If you're creating a unique
campaign world, the races given in the Core Rulebook probably
won't cover all of your needs, or you may want to augment the
equipment tables. If you want to increase player survivability, you
may rule that instead of rolling for HP, characters automatically get
the highest possible number of Hit Points for their Job. If you want to
increase the difficulty of combat, characters can be afflicted with
various Weaken-type Status Conditions upon being reduced to 10%
of their maximum HP. The possibilities are endless.
Players may also to come to you with homebrew material to
approve, or ideas for Jobs and races they want to play. The latter are
easiest to deal with included in this chapter are a number of rules
and systems to help you get started on expanding the core material.
For anything beyond the scope of this book, it helps to keep two
questions in mind:
Is it already covered in the rules? In many cases, it may be easier
to adapt or adjust something thats already in place than writing
something new. For instance, an Impersonation Skill might seem like
a good idea at first, but with a bit of tweaking, the same ground
could easily be covered by Acting or Disguise. Similarly, that Assassin
Job one of your players is clamoring for might be just as well doable
by throwing together existing Abilities from the Sneak and Ninjutsu
sets.
FINAL FANTASY THE ROLEPLAYING GAME 240
Is it balanced? Unless everything else is being boosted up to
match, any new addition should be on par with the Spells, Abilities,
Advantages and Jobs in this rulebook. they provide a useful yardstick
for what is and isnt balanced. When compared to other Warrior
Jobs, for instance, an Ability that delivers (52 x SPD) + 15d12
damage to a single target for no Initiative Penalty is clearly
overpowered, even at Level 64.
Other additions may be harder to make a snap judgment on. You
may find yourself approving something that only reveals the true
extent of its power after many weeks of play. If there is no way to
compensate for this by normal means tougher monsters, heavier
penalties, out-of-character restrictions on usage the best way to
resolve it is to simply sit down and have a talk with the player about
adjusting it retroactively.
Gaming vs. Metagaming
Players always know more than their characters should, especially
when you are running in a setting the players are already familiar
with. Somebody who has beaten Final Fantasy VII four times knows
all the ins and outs of the setting, including background, characters,
history, politics, and secrets fine and well until you start a Final
Fantasy VII campaign and they declare that the party is chartering
an airship to the island where the legendary Knights of the Round
materia is stashed.
As tempted as the players may be to exploit outside knowledge to
help their characters, it is essential to keep a tight leash on
metagaming.' Unless the character actually has an excuse for
knowing a particular piece of information Traits, Lores,
background the response to examples like the above should
always be, Your character has no way of knowing that. Sorry.
Gaming Supplies
GMs also have to shoulder the burden of providing the materials
needed to run a session the bare essentials are at least one copy
of the Core Rulebook, enough dice for all players, pencils and
erasers, and character sheets. While many players bring their own
supplies, it is convenient to have spares along in case somebody
happens to forget something. Other things worth having at the
gaming table might include:

GM aids. For those with printer ink to spare, the FFRPG has a
number of quick reference sheets and tables that condense the
most vital information in the rulebook. Depending on the
circumstances, you may also want to supplement these with notes of
your own.
A binder. Binders can be convenient for organizing loose leaf
papers in an orderly fashion, and are an excellent way to store
printouts, sheets, and campaign notes.
Scrap paper. Get in the habit of having at least one or two sheets
of paper for every person present. For players, it allows them to
make notes about HP loss and gain, Status Conditions and the like
without having to constantly erase and re-write their character
sheets. For a GM, its a good way to keep track of the dozens of
small details needed to run the game. In battles in particular, writing
out Combat Statistics beforehand means less time spent sorting
through sheets and more time focused on the action.
Refreshments. As a gaming session can run for several hours, the
GM or whoever else happens to be hosting may want to provide
drinks and finger food for the participants. Chips, pretzels and
anything else easily poured into a convenient bowl in the middle of
the gaming table is ideal for this purpose.
Music. Music is one of those like-it-or-leave-it aspects of
roleplaying; some GMs swear by it, others find it too much of a
hassle to deal with. Picking the right soundtrack presents something
of a challenge; ideally, you'll want music thats unobtrusive enough
for players to talk over it, but atmospheric enough to add something
to play.
Raw material for a soundtrack can come from a few places. The
most obvious is to go straight to the source. Final Fantasy
soundtracks are routinely released on CD in Japan; depending on its
popularity, a game may also spawn orchestral or remix albums,
giving the original music a significantly more lavish treatment.
Several of the more prominent OSTs have seen limited release in the
United States; a greater selection is available through import
channels, though importing Japanese CDs can often be an expensive
proposition for the casual gamer.
For the most cost-conscious GM, movie soundtracks are far easier
to obtain, though it is important not to pick anything too
recognizable to your players a blast of Indiana Jones or Star Wars
is more likely to inspire cheap jokes than improve immersion at the
table.
Finally, ever since Final Fantasy VIII roped in chanteuse Faye Wong
to perform Eyes on Me, its also become fashionable for Japanese
RPGs to include at least one saccharine, cloudbusting orchestral
ballad. If your tastes in music happen to run into J-pop or
soundtrack-friendly female artists, you may want to round off your
campaign soundtrack by selecting one or two vocal tracks to act as
your official theme song.
Once youve settled on a final track selection and sorted them into
appropriate categories battle tracks, suspense music, town
themes the next thing to consider is how to bring them to your
players. Depending on your available resources, you have three
options: take CDs and switch manually between them as needed, set
them up in a CD changer, or simply burn your own CD-ROMs with a
tracklist you can run more or less continuously as the game goes
on. Of course, CDs arent the only viable medium converting the
music to MP3 format increases the ease with which you can access
your soundtrack, but usually requires you to bring additional
equipment to the gaming table.
Portable Sound Format (PSF) and Sound Processing Chip (SPC)
files offer another interesting alternative for increasing your
sessions multimedia quotient. In essence, they use the raw
instrumental data used by gaming consoles in this case, the
Playstation and the Super Nintendo, respectively to replicate in-
game music. Unlike MP3s and CDs, these will only run through
FINAL FANTASY THE ROLEPLAYING GAME 241
programs capable of emulating the sound core of the console in
question; to compensate, they offer three key advantages over more
traditional music media.
Firstly, the length of a file can be set by the user, allowing you to
loop a piece of music for ten or fifteen minutes. This is both more
convenient and immersive than constantly skipping from track to
track. Secondly, PSF and SPCs are small in size, and can be found
for a wide variety of games; thanks to a vibrant ripping scene, it is
now possible to obtain soundtracks for titles that never spawned an
OST album. Thirdly, many PSF and SPC compilations also include
ambient sounds cricket noises, the gushing of a waterfall, or the
sound of a crowd can provide a surprisingly effective backdrop for
characters conversations in-game. Links to major PSF and SPC
archives can be found on the RGi website.
Illustrations: As the old cliche goes, a picture can be worth a
thousand words. E-game veterans may be intimately familiar with the
environments, creatures, and characters of a given setting, but for a
newcomer, having a little visual reference material at hand never
hurts. While a number of Final Fantasy artbooks have seen release
in Japan, Western gamers will have better luck turning to the Internet
for their needs.
Props: For those who like to add a more hands-on element to their
games, there are plenty of possibilities. Those with deep pockets
and good connections in the Land of the Rising Sun can find just
about anything, from jewelry and replica weapons to the official
Galbadia Bears jersey. The most useful play aids are probably the
various Final Fantasy figures and figurines released over the years,
though there is a significant difference in scale between the various
ranges. When coupled with the difficulty and expense involved in
getting hold of merchandise for older games, this rather limits their
usefulness.
BUILDING AN ADVENTURE
The adventure is the basic building block of the FFRPG a starting
point for GMs and players in getting to grips with the system, and a
gateway to running a successful long-term campaign. For this
reason, knowing how to structure adventures is an essential skill for
any GM. The following section covers how best to tackle adventure
design and develop the challenges the players face during the
course of their quests.
The Objective
All adventures have one or more objectives for the party to fulfill,
though these may not be known at the outset. The first step in
adventure design is deciding what these objectives are and how the
party can fulfill them, considerations that will shape how the rest of
the adventure plays out. The most common types are:
Fetch Quest. Overcome the obstacles to find a specific
item or piece of information and bring it back for a reward. The
Fetch Quest is the most commonly-encountered adventure in Final
Fantasy games, and generally is used to gate progress items or
rewards gained in one adventure are required to get to the next,
meaning the story will not progress until the quest has been
completed.
Mark Hunt. Find and defeat a monster or opponent in battle to
claim a reward. Missions like these tend to work best as filler
between more involved sessions.
Sabotage. Put something out of commission a weapon, a
building, an artifact, a vehicle, a plan. Missions of this type usually
involve a significant amount of subterfuge and stealth as good a
time as any to break out those Disguise rolls and make sure your
players put a few points into Demolitions.
If theres a door, we go in. If
theres anything we can break, we
break it! And in the end, we blow
this place to smithereens!
Selphie Tilmitt
FINAL FANTASY VIII
Escort. Get somebody from Point A to Point B in one piece,
fending off would-be assassins or kidnappers along the way. Danger
can come from many angles during missions like these the players
will have to think on their feet and learn to trust no-one.
Rescue. Somebody important to the party has been captured, and
now its time to bust them out. Like sabotage attempts, rescue bids
inevitably involve bombs or disguises, sometimes even at the exact
same time.
Kidnapping. The exact reverse of the rescue mission sees the
party tasked with abducting someone, avoiding any and all security
along the way.
Escape. Break through enemy lines, find a way out of a monster-
infested forest, or chart a route back to the land of the living
escapes may sound simple on paper, but tend to be anything but in
practice.
Breaking and Entering. The reverse of the escape mission
requires the party to find a way into an otherwise impregnable
location. This frequently will be combined with another objective.
The Complications
Once the objective has been set, the next thing to think about is
what the players have to do to accomplish it. Obstacles can take the
form of combat, physical challenges, interactions with NPCs, traps,
hazards, and puzzles, each of which is discussed in more detail in
the following sections.
Treat every major complication placed in the partys path as its
own Scene, regardless of type the easiest way to populate an
adventure is to develop several of these Scenes, then string them
together to form a narrative. On average, the crux of a good
adventure will revolve around three memorable set-pieces, but due
to the unpredictable nature of tabletop play, players may bypass
events you originally intended to pave the way to the objective. For
FINAL FANTASY THE ROLEPLAYING GAME 242
this reason, it tends to be better to map out your Scenes as a loose
web rather than a linear path. That way, if the players miss one
connection, you can move them to the next logical event instead.
In the examples given over the course of the rulebook, Rodger led
the party through a number of Scenes designed to test their skills
a collapsing cave, a prison break, and a high-stakes air battle.
However, these were only a few of the potential turns the adventure
could have taken. Rodger had also sketched out a raid on the
resistance's headquarters, an eavesdropping attempt on covert
meeting between the Dark Lord's agents, and a chase scene
involving stolen Chocobos racing through the streets of a major
metropolis.
The advantage of developing complications in chunks is that
anything your players dont get to can be quietly shuffled into the
next adventure. Don't be afraid of recycling unused content if the
idea was worth using once, it's definitely worth using again.
Battles
As prevalent as combat is in the Final Fantasy series, it's a seriously
time-consuming proposition on the tabletop. Running battles with the
same frequency players of the e-games are used to leaves room for
little else, meaning you'll inevitably have to choose quality over
quantity when planning your encounters.
How many battles should your adventure have? The determining
factor is how your group feels about giving their sword-arms a
workout some relish the challenges and feel happier sticking a
sword in a monster than engaging in long-winded conversations,
whilst others prefer to leave their swords sheathed and talk things
out. Combat-heavy games can get away with about two encounters
per session, while more sedate adventures with one encounter every
other session.
BUILDING INTEREST
Even then, you have to plan to sustain your players' interest. The
first factor in this is duration the longer combat drags on, the
higher the risk that people will start getting bored with the
proceedings. This is doubly true in situations where the heroes are
reduced to simply trotting out the same Attacks and Abilities Round
after Round. With this in mind, the 'average' battle should last
between three and four Rounds, a number you can enforce by
keeping an eye on how much damage the heroes are capable of
inflicting and tailoring monster strength and composition to fit. Too,
not every opponent fights to the death. If the odds are against them
and the battle drags on, the monsters could just as easily attempt to
flee as carry on.
The second factor is tactics. Avoid staging all-out slugfests
players should be forced to think before they act, rather than just
blindly slashing away with their most powerful attacks Round after
Round. A few ways to shake things up include:
Mix and Match. Grouping together monsters with drastically
different attack forms, weaknesses, and strategies is an easy way to
keep the party on its toes couple physically powerful monsters
with spellcasting ones, direct damage dealers with Status-causers,
Ice Worms with Fire Flans.
What's My Weakness? Intelligent use of Elemental Weaknesses and
Immunities can turn otherwise straightforward combat into a
potentially dangerous guessing game for the party especially if the
party relies on Elemental attacks for most of its damage output.
Avoid making a monsters Elemental properties too obvious,
however Water Giants, Fire Lizards, and other creatures may have
their counterparts in the games, but dont require a lot of gray
matter to vanquish. Keep your players guessing and teach them the
importance of Scan and Sensor in the process.
Counter Tactics. Reactions are a powerful tool for GMs, especially
when triggered by a partys more common attacks. Smart use of
Reactions not only punishes players who take the obvious approach,
but forces the party to figure out what triggers a counterattack
and what they can use to avoid or circumvent it.
The Guardians. The players arent the only ones capable of
protecting weaker allies. When battling a mixture of monsters or a
Boss monster with Slave Parts make your players cut through a
number of protectors to get to the opponents they want to target.
The Right Tools for the Right Job. As the game progresses, your
players will amass a significant number of ways to hurt specific
opponents. Every once in a while, plan an encounter that will let
them do exactly that a few Zombies to sharpen those Undead
Killer Weapons on, or an Ice Dragon for that new Firaga. Giving
players the chance to make effective use of specialized equipment
can help wallpaper over less inspired battles.
Buff vs. Debuff. Used at the right moment, Barrier and Enhance-
type Status Conditions can have a significant impact on the flow of
battle. For this reason, their management can make for a few
interesting situations in combat. Beginning a fight by having the
opponent cast positive Status Conditions forces the party to spend
Actions and resources to counter their effects; conversely, a situation
where the partys Protects, Hastes, and Regens are constantly being
nullified by monster intervention encourages strategic thinking
rather than blind reliance.
Unusual Situations. In Chapter 7, you'll find a number of ways to
spice up any encounters, including terrain effects, weather
conditions, and timed battles. Dont be afraid to drop a few of these
additional complications into your combats every now and then,
especially if there is nothing else distinctive about them.
WORKSHEETS
Even the best-planned battles can fall down in actual play, however.
Combat may be the most straightforward task awaiting a GM, but
that does not make it simple by a long shot. Running a battle means
making many decisions, and keeping track of a significant amount of
information on both sides of the table. For this reason, Appendix V
has several worksheets designed to make the combat process run
that much more smoothly. The most notable:
Vitals Sheet. This worksheet collects the most important
information needed during combat in one place. ACC, M. ACC, EVA,
FINAL FANTASY THE ROLEPLAYING GAME 243
and M. EVA can be quickly referenced to determine the success and
failure of specific attacks, while having HP, MP, ARM, and M. ARM at
the ready allows for faster damage calculations. By the same token,
the spaces given for recording SPD decrease the amount of time
taken to resolve Initiative and Initiative conflicts. Finally, space is
provided for listing character Abilities as well as effects provided by
Support Abilities or equipment.
How this sheet is used is a manner of personal preference. One
GM might decide to list Ability names and costs only, letting the
players tell him what effects the Abilities have. Another GM might
choose to write down all of the salient details. A third GM,
meanwhile, might just use the Abilities space to list Support Abilities
that would affect monsters' attacks, and rely entirely on the players
to report the costs of their actions.
Round Tracker. This worksheet allows the GM to keep track of
Initiative order in the Round, as well as any Statuses inflicted upon
characters and monsters, Item use and other useful details. Changes
in Initiative as a result of CT and other factors can also be noted on
this sheet.
These two sheets can be supplemented or replaced by personal
notes as needed. As far as combat is concerned, the more
information a GM has at their fingertips, the better.
Physical Challenges
Anything that requires the players to use Skills and Attributes
through Task Checks against inanimate objects can be defined as a
physical challenge. Examples include successfully scaling a fortress
wall, running across a crumbling bridge before it collapses, or
holding onto Ultima Weapon for dear life as it roars through the
skies.
As Task Checks are relatively fast and easy to resolve, physical
challenges can be introduced without too many problems a
description and a Conditional Modifier, and things are good to go.
Because of this, moderation is important too many rolls for too
many trivial tasks, and the players will start feeling put upon.
Consolidate Task Checks where possible, and save the rolls for when
the results are dramatically interesting or important. It is also
essential to make challenges appropriate to the partys composition
and strengths. It should be obvious from the get-go that challenging
an all-Mage group to clear a landslide of adamantium ore by hand is
only going to result in miserable failure.
Due to the speed with which they are resolved and the large
number of potential safety nets players have at their disposal in the
event of failure, physical challenges should not yield XP or Gil.
Rather, they are best treated as obstacles to be overcome on the
way to a greater reward.
Social Challenges
A smart group of adventurers doesn't get in a fight with every living
thing they meet. Unfortunately, there are times when others block
the way forward uncooperative guards, recalcitrant informants,
enemy spies, and prowling monsters will test the characters
bartering, sneaking, and roleplaying skills to the limit. Unlike physical
challenges, social challenges should hinge on what a character says
as much as low they can roll. If a PC attempts to use a persuasive
Skill like Seduction or Negotiation, make the player act out the
attempt rather than simply have them roll for it the end results are
far more dramatically interesting, and force the player to think about
their characters approach. Good performances should net the
player a bonus or waive the roll entirely, assuming this is in
character; no amount of smooth talking on the player's part can
compensate for a 20 in Negotiation.
Because many social challenges take the form of Opposed Task
Checks, the PCs' opponents must have Skill Ratings of their own. If
there is no time to draw up detailed Ratings, decide how proficient
the opponent is in the Skill being rolled for, then use the table below
to determine what Skill Rating they will be rolling at.
Proficiency Level Skill Rating
Untrained 10
Novice 20
Intermediate 40
Advanced 60
Expert 80
Master 100
Against monsters, the monsters Intelligence is the most important
factor. Creatures with an Intelligence rating of None cannot be
bargained or argued with unless the party happens to be dealing
with the creatures controller. Otherwise, any rolls for Negotiation,
Etiquette, Seduction, or the like will fail automatically. Creatures of
Animal Intelligence cannot be bargained with through normal Skills,
but can be manipulated with Animal Training. In this case, the
opposing Skill Rating is equal to the monsters Level. For all other
Intelligence grades, use the table below to find the most appropriate
Skill Rating.
Proficiency Level Skill Rating
None n/a
Animal Monsters Level
Primitive - As Animal
Primitive 20
Primitive + 30
Average - 40
Average 50
Average + 60
High - 70
High 80
High + 90
Elder 100
As with physical challenges, overcoming a social challenge rarely
yields Gil or XP. The rewards for success here tend to be more
intangible, usually taking the form of information or assistance from
NPCs. The effects of failure depend on the stakes; attempting and
failing to intimidate a powerful political figure, for instance, could
FINAL FANTASY THE ROLEPLAYING GAME 244
well land the entire party in jail indefinitely.
BRIBERY
In some cases, characters may decide to part with a few Gil or an
item to sway an NPCs opinion in their favor. If so, make a judgment
as to whether the bribe is adequate, generous, or insulting. An
adequate bribe offers a +10 bonus to the next relevant Skill roll
made against its target; a generous one a +20 bonus. Insulting
bribes impose a -10 penalty on top of any Conditional Modifiers
already in place. Particularly moral or upstanding characters will be
offended at the very idea of bribery, regardless of the amount
offered.
PLAYING NPCS
If you are expecting your players to act out their bargaining,
questioning, and threatening, you will naturally be expected to
provide responses in kind. The main objective in doing so is to coax
better performances out of the players this means creating
characters both interesting and memorable for the party to interact
with.
But how do you make an NPC memorable? Unless youre shooting
for a character you know will be appearing on a regular basis, dont
try for subtlety; the most successful approach is to go over the top
and play the character as broadly as possible. Focus on a few
memorable vocal tics and speaking habits one character might
have a tendency to clear her throat at dramatically important
moments, another the unfortunate habit of forgetting the topic of
conversation after about three sentences. Outrageous laughter
particularly when using outlandish syllables like kyu kyu kyu and
mu mu mu is another useful shorthand for identifying
characters, especially evil ones. By assigning every major villain a
distinctive sinister laugh, you can make antagonists almost instantly
recognizable
The same principle applies when giving descriptions of NPCs.
Rather than try and shoot for a lot of detail your players wont
remember an hour later, boil the NPCs image down to a few key
attributes a strange hair color, a certain dress sense, a prominent
piece of jewelry or tattoo, scars, or physical deformities. As with
vocal mannerisms, going a little over the top is almost
recommended, if not essential. The more outrageous the
characters appearance, the more likely it is that he or she will stick
in the players minds.
Traps and Hazards
Traps, terrain hazards, and other dangers of the wilderness can
give a party plenty of headaches without ever straining their sword
arms. For this reason, the next few pages are devoted to a simple
but flexible construction system capable of generating all three with
a minimum of fuss. If overcome, traps and hazards reward the party
with Experience Points; for this reason it is essential to keep track of
the XP modifiers given for various options during the creation
process.
There are a few things to keep in mind when adding traps and
hazards to an adventure. First off, challenges like these should be
used sparingly during the course of an adventure. With most of a
Jobs Ability Set geared towards combat, favoring traps over combat
encounters removes most of the opportunity to use many Job-
defining features. Traps should also be balanced as carefully as any
other encounter in terms of damage output while the party should
suffer if they fail to deal with a trap, the entire group shouldn't die
from one flubbed d% roll. Finally, characters should generally have
some chance to react to or deal with a trap before its effects take
place having fiery death rain on the party from out of nowhere
isnt challenging, just outright sadistic.
TRAP CONCEPT AND LEVEL
While monsters roam freely, traps are restricted to a specific
location. For this reason, concept is particularly important in the
creation process. Begin by considering the type and location of trap
is it a lock designed to shoot poisoned darts? A spiked roller that
sweeps along a narrow corridor to crush everything in its path? A
hidden spout in a rock face capable of spewing deadly fire?
Determining the overall size and general danger level not only helps
narrow down where the trap can be placed, but also provides a
useful framework for its in-game capabilities.
Next, decide on a the traps Level. As with PCs and monsters,
Level is an overall measure of power and lethality ranging from 1 to
99; the higher the Level, the most of a challenge the trap will be to
overcome. Ideally, the traps Level should be reasonably close to the
partys average, though higher- and lower-Level traps can be used
as serious challenges and minor nuisances.
EFFECT
All traps have one thing in common they are designed to harm or
inconvenience those who trigger it. Once concept and Level have
been settled, the next step is to determine what the trap actually
does. Every trap must have at least one of the effects listed below;
some types may combine multiple effects, though these are rarer.
Alarm
Effect: A trap of this type sounds an alarm that alerts enemies or
releases creatures for the PCs to fight, essentially resulting in an
encounter which the PCs might have rather avoided. Sometimes the
PCs will be able to hear the alarm themselves, realize what they've
done, and have time to prepare for the inevitable. In other
situations, the PCs remain unaware until they're ambushed
sometimes, of course, the fight will start immediately after the trap is
sprung, rendering the issue moot.
Note that an Alarm effect is not the same thing as a trap guarded
by monsters. If disarming the trap before it is triggered avoids a
fight, the trap has an Alarm effect. Otherwise, the situation is treated
as two separate threats rolled up into a single encounter.
FINAL FANTASY THE ROLEPLAYING GAME 245
EFFECT XP MODIFIER
Single monster summoned +7
Two monsters summoned +9
Item relatively rare or exotic -20
Monster numbers equal partys +12
Monster numbers twice partys +16
Monster Level lower than trap +10
Monster Level equal to traps +18
Monster Level higher than trap +27
Monsters arrive immediately +10
Monsters arrive in 1 Round +7
Monsters arrive in 2 - 4 Rounds +3
Monsters arrive in 5+ Rounds +0
Silent Alarm +6
Damage
Effect: The trap deals Physical, Magical, or Elemental damage to the
party when triggered. As traps lack STR or MAG scores, damage
done in this fashion is determined entirely by the traps Level.
DAMAGE XP MODIFIER
(Trap Level x 4) + [x]d6 +15
(Trap Level x 5) + [x]d6 +18
(Trap Level x 6) + [x]d8 +24
(Trap Level x 8) + [x]d8 +28
(Trap Level x 9) + [x]d10 +35
(Trap Level x 10) + [x]d10 +39
(Trap Level x 11) + [x]d10 +45
(Trap Level x 12) + [x]d12 +50
(Trap Level x 15) + [x]d12 +60
The number of damage dice rolled for a trap effect is determined by
the base damage inflicted by the trap .
BASE DAMAGE DICE ROLLED
1 40 1
41 90 2
91 180 3
181 320 4
321+ 5
Of course, damage-dealing attacks do not always land automatically.
Luck and reflexes can still save characters from harm even if the
trap is triggered. Select a CoS from the options below and note down
the relevant XP modifier before proceeding.
DAMAGE XP MODIFIER
(30 + Trap Level x 2), EVA -10
(50 + Trap Level x 2), EVA 0
(70 + Trap Level x 2), EVA +12
(90 + Trap Level x 2), EVA +20
Flat 30% -5
Flat 60% +15
Automatic Hit +28
By default, Trap damage is Physical, and modified by Armor. A trap
whose damage ignores Armor should combine a damage effect with
a Meltdown status effect. Traps can also do Magical damage at no
additional XP cost; the only change is that the resulting damage will
be reduced by M. ARM and modified by M. EVA. Elemental damage
can also be added at no additional cost.
Status
Effect: The trap inflicts a Status Condition if triggered. For purposes
of calculating XP modifiers, Status Conditions are organized into one
of five classes:
Class I: Blind (4), Immobilize (4), Silence (4), Sleep (4), Slow (4)
Class II: Berserk (4), Confuse (4), Curse (4), Disable (4), [x] Down
(6)
Class III: Mini (4), Poison (), Toad (4), [x] Break (6), Zombie ()
Class IV: Condemned (4), Frozen (4), Heat (4), Meltdown (2),
Petrify (4), Stop (4)
Class V: Eject, Death, Stone ()
More powerful Status Conditions may only be placed on higher-Level
traps; the minimum trap Level needed to support a given class of
Status Condition is shown below.
STATUS TYPE MINIMUM LEVEL XP MODIFIER
Class I 1 +5
Class II 10 +8
Class III 25 +14
Class IV 45 +18
Class V 50 +35
! Deathtraps
A trap that inflicts Condemned or Petrify will kill or Stone the
affected characters within the listed number of Rounds unless
the PCs can either escape the trap's area of effect or find a way
to counteract it a great way to simulate those crushing stone
walls, flooding chambers, and other nasty dungeon deathtraps.
As with damage-dealing traps, Status-causing traps may be avoided
even if triggered. Select a CoS from the options below and note
down the relevant XP modifier before proceeding.
CoS XP MODIFIER
(30 + Trap Level x 2), EVA 0
(50 + Trap Level x 2), EVA +7
(70 + Trap Level x 2), EVA +18
(90 + Trap Level x 2), EVA +25
Flat 30% +3
Flat 60% +21
Automatic Hit +36
DURATION
Duration determines how long a traps effects last. The simplest
traps fire a single shot, and then are harmless until rearmed or
FINAL FANTASY THE ROLEPLAYING GAME 246
reset. More complex ones act multiple times, or even continuously
until the PCs are out of reach.
Single Shot
Effect: The traps effect only triggers once after this, the trap is
harmless. The XP value of the resulting effect depends on how many
targets are affected by it.
TARGETS AFFECTED XP MODIFIER
1 0
2 +10
3 +20
Entire Party +32
Multiple Shot
Effect: Once triggered, the traps effects are applied once per Round
or roughly once every 30 seconds until it expires. The XP value
of this depends on both the number of targets affected and the
number of shots the trap can unleash before expiring.
TARGETS AFFECTED XP MODIFIER
1 +5 per shot
2 +9 per shot
3 +17 per shot
Party +27 per shot
Continuous Fire
Effect: Once triggered, the traps effects are applied once per Round
or once every 30 seconds until the players leave the traps area
of effect. Short of deactivating the trap, this is the only way to stop
it from working.
TARGETS AFFECTED XP MODIFIER
1 +16
2 +25
3 +49
Party +75
Slow Acting
Effect: Some traps don't take effect until the PCs spend a prolonged
length of time in the area. This can sometimes be used for elaborate
deathtraps ("My laser will KILL you in precisely one hour unless you
escape your bonds!) but is more at home with environmental
hazards that affect the PCs after a long period of travel. If combined
with Multiple Shots or Continuous Fire, the time it normally takes for
the traps effects to take hold becomes the delay between shots.
EFFECTS TAKE HOLD IN XP MODIFIER
10 minutes -15
1 hour -25
3 hours -40
12 hours -60
DETECTION
Next, determine how easy it is for PCs to detect the trap. Some traps
are obvious, others take a bit more effort, and a rare few can't be
seen at all. Select an option from the following list and note down the
relevant XP modifiers before moving on to the next step.
Automatic
Effect: The trap is clearly visible, and cannot be missed.
TYPE XP MODIFIER
Automatic -12
Cursory
Effect: Some attempts have been made to conceal the trap, though a
sufficiently observant person will notice it if they scan the area.
Make a Task Check using Awareness when the PCs enter the vicinity
of the trap to see if they notice it. The Conditional Modifier for this
Task Check will be determined by how well the trap has been
concealed.
CONDITIONAL MODIFIER XP MODIFIER
+80 -16
+60 -12
+40 -8
+20 -4
0 0
-20 +4
-40 +8
-60 +12
-80 +16
Dedicated
Effect: The trap is well-hidden enough to be all but invisible unless
actively searched for. In order to find the trap, PCs must declare they
are searching for traps and make a successful Task Check using
Awareness as above, the Conditional Modifier will be determined
by how well the trap has been concealed.
CONDITIONAL MODIFIER XP MODIFIER
+80 -38
+60 -26
+40 -16
+20 -8
0 0
-20 +6
-40 +12
-60 +20
-80 +30
Undetectable
Effect: The trap cannot be detected by normal means. The only way
the PCs will know about the trap is through magic, prior knowledge,
or triggering it.
FINAL FANTASY THE ROLEPLAYING GAME 247
TYPE XP MODIFIER
Undetectable +35
AVOIDANCE
Once the PCs know a trap is in place, they may have a chance to
avoid it or disarm it. Exactly how difficult this is to accomplish is
determined in this step. Select one of the options below and note
down the relevant XP modifiers given for that option before
proceeding to the next step.
Automatic
Effect: If the party detects the trap, it can easily be sidestepped,
requiring no additional effort to disarm.
TYPE XP MODIFIER
Automatic 0
Destructible
Effect: The trap can be destroyed if the PCs do a certain amount of
damage to it based on the traps Level. Note that depending on the
nature of the trap and its triggers, attacking it may be enough to set
it off if the PCs dont do enough damage to destroy it in one blow.
DAMAGE NEEDED TO DESTROY XP MODIFIER
Trap Level x 20 0
Trap Level x 30 +3
Trap Level x 50 +7
Trap Level x 75 +10
Trap Level x 100 +14
Trap Level x 150 +20
Trap Level x 250 +32
Trap only damaged by Ranged attacks +8
Disarmable
Effect: The trap can be disarmed with a successful roll against the
Traps Skill or an equivalent substitute. As stated in the Skills
description, a Botch on the Task Check will always cause the trap to
trigger.
CONDITIONAL MODIFIER XP MODIFIER
+80 -12
+60 -8
+40 -4
+20 0
0 +4
-20 +8
-40 +12
-60 +16
-80 +20
Failed Task Check triggers trap +14
Job Ability
Effect: A specific Job Ability or set of Abilities can deactivate or
bypass the trap. Decide which Abilities apply when picking this
option.
TYPE XP MODIFIER
Job Ability +15
Status
Effect: A specific Status Condition or set of Status Conditions can
deactivate or bypass the trap. Decide which Conditions apply when
picking this option.
TYPE XP MODIFIER
Status +12
Multiple Methods
Effect: The trap can be disarmed by several different means. Select
two or three options from the following list Destructible,
Disarmable, Job Ability and average their XP modifiers, then note
the result down and proceed to the next step.
TYPE XP MODIFIER
Multiple As per option
Unavoidable
Effect: The trap cannot be disarmed. The only way to avoid its
effects is not to trigger it.
TYPE XP MODIFIER
Unavoidable +44
COMPLETING THE TRAP
All that remains now is to calculate the final XP value of the trap. Add
together all XP modifiers accumulated through the various options
selected over the course of creation, then multiply the resulting
number by the traps Level. The resulting number is the number of
XP awarded for overcoming the trap, and is divided evenly among all
party members. Unlike monsters, traps do not award treasure when
destroyed or circumvented, though they may be guarding it. If this is
the case, the Gil value of whatever treasure is beyond the trap
should be no higher than 25% of the traps XP value.
CREATING HAZARDS
The system used to construct traps can also be used to create
natural hazards sandstorms, rockslides, flooding for the players
to tackle. Though the concepts involved may restrict use of certain
options, the process is identical, XP costs included. Note that
detecting and disarming a trap usually involves the Awareness and
Traps* Skills, but natural hazards may involve Skills like Survival,
Climb, and Swim in their place.
SAMPLE TRAPS AND HAZARDS
To better illustrate how trap creation works, a number of sample
traps and hazards are given below.
FINAL FANTASY THE ROLEPLAYING GAME 248
Pit Trap level 2
A thin layer of false floor over a relatively steep four-meter drop.
Stepping on the floor causes it to collapse, sending anyone and
-thing standing on it tumbling down the hole. The pit is large enough
to catch up to two characters.
Effects: 16 + d8, ARM Physical Damage / CoS 54, EVA
Duration: Single Shot (2 targets)
Detection: Cursory (-10)
Avoidance: Automatic
Experience Value: 102 XP
Fire Wall level 10
A solid barrier of unending flame spewed from a magical mechanism
buried deep in a rock face. The heat is intense enough to cause
serious damage to anything attempting to pass the barrier, though
only one person can attempt to pass at any one time. Water and Ice
Elemental Spells and effects can be used to temporarily stem the
flow of fire.
Effects: 60 + 2d8, M. ARM Fire Elemental Damage / Automatic
Duration: Continuous (1 target)
Detection: Automatic
Avoidance: Job Ability (Water, Ice Elemental)
Experience Value: 830 XP
Sten Needle level 15
A wickedly sharp man-sized spike hidden in the ground. A magical
ward directly above the spot where the sten needle is buried is
responsible for triggering it, sending the needle shooting out to
brutally impale whoever steps on the ward.
Effects: 135 + 3d10, ARM Physical Damage / Automatic
Duration: Single Shot (1 target)
Detection: Undetectable
Avoidance: Status (Float, Flight), Job Ability (Light Step)
Experience Value: 1650 XP
Poison Swamp level 25
This diseased, brackish mire leaves those who venture into its murky
waters in danger of being subjected to deadly poison.
Effects: Poison () / CoS 120, EVA
Duration: Continuous (Party)
Detection: Automatic
Avoidance: Status (Float, Flight), Job Ability (Light Step)
Experience Value: 2990 XP
Lava Floor level 40
An area of hot molten lava capable of scorching anything that sets
foot on it.
Effects: 200 + 4d6, M. ARM Fire Elemental Damage / Automatic
Duration: Continuous (Party)
Detection: Automatic
Avoidance: Status (Float, Flight) , Job Ability (Light Step)
Experience Value: 5460 XP
Riddles and Puzzles
Whether it's an unsolved enigma from the dawn of time or a game of
wits down at the local pub, riddles and puzzles can offer a welcome
change from brutal melee with monsters or hair-raising deathtraps.
These challenges can take many forms: trick questions, numerical
puzzles, anagrams or cyphers, or object-based conundrums. Just as
diverse are the possible payoffs for a successful solution treasure,
information, access to hidden locations, and Experience Points are
all viable rewards for quick-witted players.
PUZZLE DESIGN
There are many possible ways to test your characters intelligence,
but the medium you use to run your games will impose hard limits on
what you can and can't throw out. Numerical codes, cyphers, or
anagrams can be fun and immersive when players are clustered
around a tabletop exchanging notes, but fall flat in online chat; visual
puzzles work better when you're looking at a screen than when
you've got papers, books, dice, and other players competing for
your attention. Then there are the players themselves to consider.
Not everybody has the skill or patience for puzzles purely built on
guesswork and reasoning even a well-designed brain teaser can
create a situation where a few members of the group throw
themselves into the problem and the rest twiddle their thumbs on
the sidelines.
The easiest and most series-appropriate compromise is the
password puzzle. Here, the players have to piece together a code
or password to gain access to an area from clues scattered around
the environment. However, not every clue they find relates to the
final password; by using trial and error, elimination, and a bit of old-
fashioned logic, they must weed out the bogus leads to solve the
puzzle in earnest. An extreme example of this kind of challenge was
seen in Final Fantasy VI, where the player attempted to gain access
to a clock tower in the town of Zozo by setting the towers clock face
to the correct time. Interrogating the townspeople yielded dozens of
answers as to what the exact time actually was until it became
apparent that everyone in the town was lying, cutting down the
number of options by a substantial amount.
The advantage of the password puzzle is that it keeps the
characters active traveling from place to place in search of hints and
fragments. As the players progress and gather more information,
other challenges and problems can be dropped into the proceedings
to spice things up a good opportunity for the players to flex
muscle and gray matter at once.
Another possible option is the switch puzzle, used to significant
effect in several e-games. Pressure-sensitive switches are dotted
around a dungeon, each capable of opening a door or disarming a
trap but need to have weight equivalent to a persons on them in
order to be operated. As a result, the party is forced to split up,
keeping one person behind to trigger the switch while the rest of the
party heads forward, looking for another way for their comrade to
get in. As with the password puzzle, the switch puzzle keeps the
party active, and allows for some hairy situations if a lone party
FINAL FANTASY THE ROLEPLAYING GAME 249
member ends up stranded in a dangerous place while the rest of the
group hunt around for the next switch.
A third option is to leave players with a locked door or barred
passage and a roomful of objects. One or more of the objects will
unlock the passage, but the players must first experiment with the
room's contents to find the way out. While this leaves the door open
for more creative approaches, it is important not to make the
solution too obtuse, or require the players to prod every inch of the
room in search of the one true answer. Job Abilities and other effects
may also be used in this process for instance, casting Ice magic on
a discarded key can create something capable of unlocking that
frost-bound door to the north.
If you're fortunate enough to have a group that collectively enjoys
solving puzzles, your choices are somewhat broader. Take the time
to figure out where your players' individual strengths lie
numbercrunching, wordplay, simple logic and create the puzzles to
allow everybody a chance to contribute.
THINGS TO REMEMBER
There are four important things to remember when putting together
a puzzle. The first is that it should be solvable by the players, not
answered by a GM-run ally or oracle. In order for this to happen,
every piece of knowledge needed for a solution should be at their
fingertips if they happened to miss a vital clue earlier, figure out a
way to get that information to them another way. In the same vein, a
GM should be prepared to offer more clues if the party appears to
be genuinely struggling.
The second is that every puzzle should have a clear penalty for
failure, even if you believe that the party can solve it. By working
with a penalty in mind, you will be less likely to create a puzzle that
can derail the adventure if the party happens to be stumped.
'Acceptable' penalties can range from simply missing out on a piece
of treasure to actively being placed in the path of danger or
triggering an encounter more dangerous outcomes should be on
par with all other hazards, traps, and monsters in the adventure.
The third is that you should consider the amount of time it takes
to solve a puzzle, especially in the context of a session as a whole.
Unless you are genuinely stalling for time because you are running
underprepared, you probably don't want to have the group
spending two hours analyzing numbers and throwing theories
around the table. Fifteen minutes to half an hour is generally the
maximum playtime a brain teaser should consume unless the party
has to actively engage in other activities exploring an area,
collecting items for a key to solve it.
Finally, remember to be flexible and accept creative solutions, even
if they aren't exactly what you had in mind. The purpose of a puzzle
is to encourage your players to think if they come up with an
answer that's as good or better than the 'right' solution you came
up with before the session kicked off, let them get away with it.
Travel
Many adventures require at least some degree of travel, while
campaigns make it almost a necessity. At the same time, sessions
can only run for so long and an entire day spent trudging up a dirt
road isn't going to make for compelling play unless your party are
really, really into PC-to-PC conversations. How much do you show,
then?
A simple rule of thumb: If the most challenging dilemma you can
offer your players en route is the question of whether to go left or
right at that fork in the road, keep the entire journey 'off camera'
and start your next Scene with the heroes arriving at their
destination after a long and tiring trip. If there are genuine
challenges to be overcome collapsed bridges, small farms in dire
need of heroic assistance, mysterious cairns and caverns begging
for further exploration start a Scene with your heroes
encountering the situation in question and keep on rolling until
everything has been resolved, then follow up with a new Scene at
the next point of interest or if everything noteworthy about the
journey has already been exhausted the end of the road.
How long it takes to get to a destination should not be a primary
concern; in general, time revolves around the heroes, not vice versa.
Should you need to estimate travel time, the table below gives an
idea of how many kilometers a party can cover in a day via a given
means of travel. Note that these are only rough estimates, and can
vary depending on a number of factors reliability of
transportation, problems encountered on the road, weather, terrain.
For instance, pouring rain could easily halve the amount of ground
the party normally covers in a day's time.
Table 10-1: Travel Time
TRAVELLING BY KILOMETERS PER DAY
Walking Normal 25
Walking Hard March 40
Mount Normal 280
Mount Racing or War 320
Wheeled Vehicle Primitive 300
Wheeled Vehicle Modern 800
Ship Sail 170
Ship Steam 960
Airship Primitive 1200
Airship Modern 9000
Towns
Because towns encompass such a broad range of possible activities,
a few bear exploring in more detail.
! Shopping in All the Wrong Places
Players are expected to buy new equipment and items on a
fairly frequent basis often enough to make it essential that
they have access to a town at least once per adventure. If
there is no reasonable way for them to reach a town during the
course of an adventure, consider bringing in a travelling
merchant. In Final Fantasy games, unscrupulous traders could
be found anywhere from baking deserts to monster-infested
dungeons as odd as it may sound, having a merchant pop up
just before the party kicks down the doors to the boss's lair is
perfectly in keeping with the genre.
FINAL FANTASY THE ROLEPLAYING GAME 250
WANDERING TOWN
If a player chooses to exercise this option, give them a rundown of
the rumors, stories, and otherwise inconsequential information
(Aurora Castle has many guards!) they've picked up along the way.
At your discretion, you can also have wandering players roll against
their Awareness with an appropriate Conditional Modifier if
successful, the player's character has found a few Gil or a Recovery
Item hidden somewhere in the town. Apart from being genre-
appropriate, this also allows GMs to boost players' stocks if the
adventure ahead is particularly tough or demanding.
SHOPPING
If players want to shop for equipment at a town or merchant's, the
GM must determine exactly what the player can buy there. The
easiest way of handling this is to make use of the Availability Ratings
given in Chapter 6 by assigning the store a Quality Rating ranging
from 100 to 20. This Quality Rating is equal to the Availability Rating
of the rarest item sold by the store. A store with a Quality Rating of
40 would therefore offer every piece of equipment with an
Availability Rating between 100 and 40, assuming the equipment fits
into the store's range of offering Weapon Stores generally don't
carry Hi-Potions.
Quality Ratings range from town to town your average village or
lonely roadside souvenir stand will have a much lower Quality Rating
than a major metropolis. Similarly, a location's Quality Rating can
change over time as supply shifts and new items become available.
However, a store's Quality Rating should be no lower than 92 -
(Party's Average Level x 1.25). This ensures equipment purchases
stay in line with the intended rate of progression for players.
Note also that the prices given in Chapter 6 are only
'recommended' values. Less scrupulous merchants may increase the
price of an item to up to double its value, depending on rarity,
demand or old-fashioned greed.
BAZAARS
Bazaars are a good place for characters with high Trade ratings to
get some use out of their Skills, and may make for some potentially
amusing encounters just don't make the mistake of spending an
hour walking the party through every last item on offer. A bazaar can
also be used to make specific pieces of equipment available to the
players without 'unlocking' a whole Tier or Availability Rating's worth
of equipment to purchase.
To keep players on their toes, a bazaar's stock should be a
mixture of money-wasting red herrings and genuinely good buys
in general, legitimate items sold at a bazaar are 10% to 25%
cheaper than their list price in Chapter 6.
AUCTION HOUSES
An item bought from an auction house can easily be the start of a
great adventure or change the course of the current one just
make sure the players aren't tossing Gil after stuff that doesn't
benefit them in the long run. If they're on the verge of burning
25,000 Gil on a master-crafted dollhouse, have other bidders swoop
in and push the price up to levels they simply can't afford.
INNS
Like stores, inns take time to locate, though players should always
have access to them. Even tiny villages will have somewhere the
players can take a load off at the end of the day and regain those
lost HP. If the players are going off on individual jaunts around town,
inns are an excellent place to reconvene the party after everybody
has had their fill. They also offer a nice venue for player interaction if
the adventure could use a little more character development, so
don't hesitate to give the group some room to chat and strategize in
their rooms.
SEARCHING FOR INFORMATION
Having the party search for information has two major uses. Firstly,
it's a way to gently nudge players back on track if they've lost sight
of the main storyline or started drifting off-track over the course of
their current quest. If your party has been racking up more Gil than
you'd originally intended, having players pay for information is also a
good and subtle way to reduce their bankroll.
PUBS AND CAFES
As an alternative to aimless wandering, players can head for the
local pub or cafe to soak up stories and gossip. While they won't
stumble across any Potions, they can find barkeepers and notice
boards with jobs and side quests that will earn them a few Gil on the
side.
Rewards
Rewards are arguably the most essential part of the adventuring
experience without them, parties have no chance of advancing, let
alone facing down the fearsome opponents awaiting them at the
higher Levels. However, figuring out how to compensate the PCs for
their troubles can be a tricky, if not outright counterintuitive. For this
reason, the following section covers the many forms of player
reward and how to best manage them.
EXPERIENCE REWARDS
Experience Points are the most common reward characters will
receive. Nearly every encounter and adventure will net the heroes at
least some XP, advancing them in levels and granting them increased
power and new abilities. A typical FFRPG adventure will provide each
participant with enough experience to gain at least one level a bit
less if things go poorly, and slightly more if play goes well.
In battles, the number of XP awarded is determined by the
strength of the monsters the PCs face. Add up the XP values of all
monsters defeated at the end of combat, divide this total by the
number of PCs active in the combat excluding anybody who
finished the battle with Unconscious or Stone or was Ejected before
the fight wrapped up and award the heroes that amount. For
example, if a party of four characters defeats three Leaf Bunnies
FINAL FANTASY THE ROLEPLAYING GAME 251
worth 90 XP apiece and two Wolves worth 330 XP apiece, the total
party XP award would be 930 XP, and each character would earn
232 XP. As with all other calculations in the system, XP rewards are
always rounded down.
Experience Points can also be used to judge what constitutes a
fair fight for the party. Generally, a single combat encounter should
grant each PC 100 to 125 XP per character Level. If four Level 1
PCs face off against a group of Leaf Bunnies worth 90 XP apiece,
for instance, a group of five Leaf Bunnies would make for a fair fight.
Since the five Leaf Bunnies together are worth 450 XP, each of the
PCs would earn 112 XP in the event of a victory. A battle against
four Leaf Bunnies would only grant 90 XP a bit low while six
Leaf Bunnies would net the PCs 135 XP each, which is a bit much
and indicates an encounter that's possibly too challenging. If the PCs
advance to Level 3 and are attacked by Wolves each worth 330 XP,
four Wolves would be a fair fight. Since the PCs are Level 3, an
encounter should net each character between 300 and 375 XP.
Hazards, traps, noncombat encounters, and puzzles can also offer
XP rewards. For hazards and traps, the XP value will be drawn up
during the creation process, and is divided by the number of PCs in
the same manner as XP gained from monsters. For noncombat
encounters and puzzles, an experience award may not be
appropriate only award XP if the characters' actions keep them
out of danger. Encounters where the PCs successful evade a fight
with a monster through stealth should net them an XP reward equal
to 50% of what they would have earned through combat, though
this shouldnt exceed 100 XP per character Level. This means that a
group of Level 10 PCs who successfully sneak past a pack of
Behemoths shouldn't receive an XP award based on the Behemoths'
combat XP total 1000 XP apiece is more than enough. In cases
where the PCs are dealing with an ally or puzzle, a flat XP award of
50 to 100 XP per character Level is a good guideline.
GIL REWARDS
Gil is used to buy Items, Weapons, Armor, and expendables, and pay
for other expenses encountered along the way bribes, fines, ticket
costs, fees. Excluding equipment sales, a partys main source of Gil
is from one of three sources: money earned as a result of
successfully defeating monsters, treasure obtained during the
course of an adventure, and money given to the party by NPCs and
other allies in exchange for services and other tasks. The income
from these three combined should have the characters making
around (Current Level x 150) G apiece per adventure, excluding any
additional income from sources like the Gillionaire Advantage.
Generally, a typical combat encounter will award about one-third as
many Gil as XP. The MCS was designed with this level of reward in
mind. Noncombat encounters should award Gil at the same overall
rate as combat encounters. If more Gil are made available, bear in
mind that this means that characters will have access to better
equipment and more healing, decreasing the challenge level of
future encounters. In games where Gil is scarcer, on the other hand,
the dearth of money means the party will be less prepared to face
battles. As a result, the difficulty level of the game rises accordingly.
ALTERNATING ADVANCEMENT
The suggested XP and Gil awards given in this book are designed so
that each character gains a Level after four or five encounters, or
about one Level per session. This is a good rate of growth for a
typical campaign assuming one game session a week, the
characters will go from Level 1 novices to Level 65+ champions in a
little more than one year.
Depending on game setup and pacing, though, GMs may want
character advancement to move faster or slower. The easiest way to
do this is to vary the XP awards for encounters. A fast-paced game
may award 150% to 200% of normal XP, while a more drawn-out
campaign may hand out only 75% to 50% of the usual awards.
Slowing the rate of advancement is also useful for games starting at
higher Levels, preventing the players from getting too powerful too
soon.
The one thing to note when adjusting awards is that Gil awards
can't be changed by the same ratio as XP. FFRPG prices are
designed around the assumption that characters will spend between
one-third to one-fourth of their Gil on Items, Ammunition, and other
expendables.' Double XP and Gil awards, and suddenly PCs have
twice as much money at their disposal while facing the same number
of encounters. To make sure Gil and XP are in relative sync, use the
table below to balance the two.
Table 10-2: Gil and XP Adjustments
XP REWARD GIL REWARD BATTLES PER LEVEL
250% 210% 1 - 2
200% 175% 2 - 3
150% 135% 3 - 4
100% 100% 4 - 5
75% 80% 5 - 7
50% 65% 6 - 9
EQUIPMENT REWARDS
Items and Equipment can be awarded to PCs in addition to or
instead of Gil. This is a good option for presenting help from
sympathetic NPCs or placing treasure chests in a dungeon
receiving a new Rune Blade or finding a set of Potions is far more
memorable than ending up with a plain lump of cash. Specific items
such as Weapons and Accessories may also be obtained as a result
of slaying tough opponents and Boss monsters.
! Theft and Rewards
Some Advantages and Abilities, most notably the Thiefs Steal,
allow characters to gain Items and Gil beyond those normally
awarded to the party. This is compensated for by reducing the
Jobs combat potential, or in the case of Advantages like
Gillionaire equivalent Disadvantages. If you feel these extra
sources of income are in danger of unbalancing the game,
however, you can adjust monsters' treasure tables to contain
fewer valuable items.
Any items or equipment given out during the course of an
FINAL FANTASY THE ROLEPLAYING GAME 252
adventure should reduce its Gil award accordingly 75% of the
price given for the item in question in Chapter 6 is usually a good
figure. For example, a typical adventure for a Level 3 group with four
members would normally pay out 1800 G, or 450 G apiece. If the
adventure also awards six Potions, however, the total payout
decreases by 225 G 75% of the value of those six Potions.
One note on placing items and equipment: due to the fact that a
characters equipment is a significant factor in their overall power, it
is essential not to give the party too much too soon. The following
table shows when new equipment should generally become
available:
Table 10-3: Equipment Availability
EQUIPMENT TIER AVAILABLE AT
Tier 1 Level 1
Tier 2 Level 4 6
Tier 3 Level 12 15
Tier 4 Level 18 20
Tier 5 Level 25 27
Tier 6 Level 33 36
Tier 7 Level 42 44
Tier 8 Level 50+
Tier 9 1 at Level 48 - 50
1 every 5 Levels afterwards
Tier 10 1 at Level 60
1 every 5 - 10 Levels afterwards
! Artifact Items
The equipment availability suggested in the table above are
best used for Weapons, Armor, and the like. When awarding
artifact items one-shot Tier 9 and 10 items GMs can use
one of two methods. The first is to award one piece of
equipment and 4 or 5 artifact items every time a character is
eligible to receive new Tier 9 or 10 equipment. The other is to
award an artifact item as normal when the character is eligible
to receive Tier 9 or 10 equipment, but award another item if
the original item is used up during the course of a session. This
continues until the character becomes eligible for new
equipment or four or five artifact items have been used up.
MAGIC REWARDS
Unlike other Mage professions, Blue Mages, Callers, and Summoners
earn their magic by questing, making Blue Spells and Summons a
reward in their own right. Blue Mages gain their Spells from
monsters, meaning the introduction of new Blue Spells is entirely left
to the GM's discretion. For best results, Blue Mages should have the
opportunity to learn one new Blue Spell every two Levels. A
suggested Spell progression has been laid out below.
Table 10-4: Blue Magic Availability
SPELL GAINED AT LEVELS MAXIMUM MP COST
3, 5, 7 10
9, 11, 13, 15 18
17, 19, 21, 23 27
25, 27, 29, 31 40
33, 35, 37, 39 50
41, 43, 45, 47 119
49, 51, 53, 55 139
57, 59, 61, 63 No Limit
Summoners and Callers expand their powers by earning the trust
of Summons, either by performing tasks for them or defeating them
in combat. Summoners are expected to eventually acquire an
'arsenal' of 6 Summons, though which Summons they gain and
when they get them is up to the GM. A potential progression with a
choice of Summon for each 'slot' is shown in the table below.
Table 10-5: Summon Availability
SUMMON GAINED
AT LEVEL
SUMMON
CHOICES
10 Valefor, Lakshmi, Remora, Ifrit,
Shiva, Ramuh, Sylph, Siren, Titan,
Kirin
22 Cait Sith, Fairy, Atomos, Fenrir,
Diabolos, Bismarck, Pandemonium,
Syldra
36 Asura, Mist Dragon, Quetzalcoatl,
Salamander, Catoblepas,
Jormungand, Tritoch, Phantom,
Unicorn, Carbuncle, Golem
50 Seraphim, Ark, Doomtrain, Hades,
Kjata, Alexander, Anima, Cerberus,
Phoenix, Typhon, Leviathan, Lich,
Madeen, Odin
65 Bahamut, Crusader, Magus Sisters,
Yojimbo
Alongside their White and Black Spells, Callers are expected to
acquire 8 Calls over the course of their adventuring careers. As with
Summons, the exact Calls gained and the Level at which they are
acquired are left up to the GM to decide. A suggested Call
progression has been laid out below.
Table 10-6: Call Availability
CALL GAINED AT LEVEL MAXIMUM MP COST
7 21
13 52
21 77
29 90
35 125
45 139
53 176
57 No Limit
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! Learning Alternatives
Because Blue Magic, Calls, and Summons are somewhat awkward to
acquire, GMs may wish to look into other ways for PCs to learn them.
The easiest way to do so is to replace the traditional learning
methods with one-shot items awarded as treasure or drops from
monsters. If used, these items automatically teach a character a
single Blue Spell, Summon, or Call before crumbling to dust. An
Aquamarine, for instance, could be used to learn the Leviathan Call;
a Bomb Shell the Blue Spell Self Destruct.
KEY ITEMS
Occasionally, characters run across items that turn out to be of
pivotal importance in the adventure ahead treasures the party
was sent to retrieve and return, ways to unlock barred passages or
doors, keys to activating ancient machinery or mechanical devices.
In Final Fantasy, items like these are called Key Items, and are kept
separate from the day-to-day consumables. Until they are used, they
remain in the partys Inventory, and cannot be dropped or
destroyed.
If the party ever comes across a Key Item over the course of play,
designate it as such. This ensures the group knows it will be used
further down the line and dont accidentally end up throwing it out.
INTANGIBLES
The rewards a party gets for completing a quest or adventure may
not always have a material value. In some cases, their rewards could
include information, assistance, prestige, or leads to other quests
and plot threads. The value of these tends to be more difficult to
assess than with other rewards as they are usually a way to move
the campaign along, rather than outright increase the PCs power
level.
BUILDING A CAMPAIGN
For a GM, a campaign is the next big step forward once they have a
few successful adventures under their belt, a chance to stretch the
skills and experience picked up from running quests and give their
players a stab at something greater than just the dungeon of the
week. Some campaigns evolve naturally out of long-running games
one adventure becomes several, and before long a plot has
formed between them, turning a one-off into a long-running
chronicle. In other cases, the group decides ahead of time that
theyre committing to a campaign for the long run, making their
plans accordingly.
But as the stakes and challenges rise, the amount of planning and
foresight needed increases in turn. This section attempts to take
some of the sting out of that process by offering concrete advice on
structure and problem-solving during campaign play.
Getting Started
The level of planning required may seem daunting at first, but can
be broken down to five simple Ws: who, what, where, when, and
why.
WHO: THE PLAYERS
Who are the heroes? The beginning stages of the campaign will
involve quizzing players as to what characters theyd like to bring to
the table, then using this information to gauge how your group will
work as a unit and advise players on Job selection. The ultimate goal
in doing so is to keep the final party's composition balanced. While
the FFRPG supports a wide variety of professions, there are certain
combinations that just don't work together three Gamblers and a
Geomancer, or a group composed entirely of Mimics are almost
guaranteed to cause headaches. For best results, an FFRPG party
should have characters who can fill offensive, defensive, and
support roles. Who fills which slot should be left for the players to
decide.
The character concepts themselves also need to be carefully
looked at before they can be approved. In particular, the GM should
ask these questions of any and all characters submitted to the
campaign:
Is the character appropriate to the setting and campaign?
Probably the first thing you want to check when reviewing
background. While originality is all nice and well, a character should
fit into the campaign world, not be at odds with it. This includes the
world's background as well as its feel if you are cleaving towards
the PG-13 spirit of the original games, the last thing the party needs
is a foul-mouthed sadist with a penchant for torturing and killing
anybody who looks at him the wrong way.
Does the character bring something fresh to the cast? A group
should also try to achieve a good mix of personality and character
types, with each member bringing something distinctive to the
ensemble. Running a session starring six brooding antiheroes with a
grudge against the world at large might score points for novelty, but
doesn't offer much opportunity for conflict, character development,
or plain old-fashioned fun. By ensuring that PCs aren't straight-up
clones of one another, you open the door to more interesting
interactions between them.
Can the character work with the rest of the group? Because the
group is expected to work together as a team, it is important that
the characters and players get along. That means no characters
whose backgrounds utterly clash with the rest of the group
placing a straight-edged law enforcer in the middle of a gang of
gentleman thieves is just asking for trouble. This also rules out
characters who are so antagonistic that they will spend more time
fighting their comrades than helping them.
WHAT: THE HOOK
What is the party fighting for? In the Final Fantasy universe, an
adventuring party tends to be an alliance of convenience between
wildly diverse characters, brought together by accident and united
FINAL FANTASY THE ROLEPLAYING GAME 254
by a common goal. Defining that goal early on helps shape where
the campaign goes and what kind of adventures the players can look
forward to. Are they valiant eco-warriors battling a polluting mega-
corporation? Valiant thieves striking a blow for justice against an evil
empire? A secret rebel organization fighting to restore liberty?
Young military cadets embroiled in a brutal conflict? A small band of
warriors on a religious pilgrimage?
From a GM perspective, this 'hook' can develop in a number of
ways. Sometimes, it arises naturally out of the mix of Jobs and
characters players bring to the table. In most cases, however, the
GM decides ahead of time what kind of game she is interested in
running and passes that information on to the players, both as a
preview to whet their appetites and as a guide to ensure the
characters they create will fit into the overall concept.
WHERE: THE PLACE
Where do the adventures take place? The overall setting for a
campaign is known as a campaign world, and influences many
things the characters backgrounds, races, and professions, the
plots involved, the political and social bonds, the kinds of technology
players are likely to have access to If the campaign world is
based on an existing Final Fantasy or other game, the GM merely
has to make sure that everybody in the group has played the game
in question. If the world is original, on the other hand, the GM has to
decide how to familiarize the players with it.
Developing the history, culture, society, religion, and conflicts of an
entirely fictitious world can be an overwhelming task, but effectively
relaying that information can be twice as hard. The players in
particular need to be eased in gradually rather than bludgeoned with
detail restrict setting information to a short paragraph or two at
the outset, giving just enough material to attract the players'
attention. The game summaries given in the Introduction offer
several good models for how to approach this, weaving the hook in
with important details regarding the games setting and atmosphere.
Once the players have digested this information, the next step is
to prepare a more detailed summary a gazetteer giving a
short summary of the worlds history and a rundown of major
nations and powers. A gazetteer should run between one and four
pages, leaving enough space for details to be defined as the game
progresses. The more wiggle room the GM leaves for future
expansion, the less likely it is that the setting will have to be
reworked as a result of events in the campaign.
Players can use the gazetteer to develop their characters, but may
need additional help during the process. The GM should always be at
hand to answer background questions, even if they may seem trivial
What kind of jobs would a Black Mage be able to have? Are
Paladins associated with any particular religion? Which city has
the biggest criminal underground? This extends to players who
wish to adjust the flavor of specific Jobs or Races to better suit
their character concepts any such changes should be closely
monitored to ensure that they stay consistent with the setting.
WHEN: THE TIME
When do the adventures take place? Once you've created a rough
history for the campaign world, its time to figure out where the
players are in relation to it. Are they coming out of a period of strife
and instability and into a tenuous peace that could be shattered at
any moment? Is the world in the throes of a grand era of
exploration and adventure where undiscovered continents beckon?
Has a magical catastrophe recently wiped out civilization, leaving the
players as hard-bitten survivors in a ruined wasteland? Settling on a
timeframe will help develop potential plots, as well as determine
issues like technological availability.
WHY: THE COMMON BONDS
Why are the characters together? In a one-off adventure, things like
background and relationships are an optional extra. In a campaign,
they're a near necessity. Given the vast disparity in motivations
characters can bring to the table, it is important that each player be
able to come up for a reason as to why their PC bothers to stick with
the party once theyve joined up. Though not everyone is equally
invested in the party's goals, the heroes should work together for
logical reasons, not plot contrivance.
Moreover, even if the party fights for a common cause, their
reasons for buying into it can differ wildly, and may lead to conflict.
How does the young nobleman whose family was killed by the Empire
feel about joining forces with a mercenary previously in Imperial
pay? One PC may have known or worked with another years prior,
others may be in love with or bear a grudge against one of their
comrades let the players throw out their own ideas and
suggestions and run with what works. As with all things, moderation
is the key here. Not every PC needs to be connected to another
players character, though a good degree of interconnection leaves
the door open for many different kinds of roleplaying.
At this point, players can also discuss using the Traits listed in
Appendix IV. In Rodger's group, Mints player may have decided that
the chirpy Dancer is in fact a dedicated if thoroughly incompetent
Imperial spy tasked with keeping tabs on her companions
activities; if so, Rodger can use this particular tidbit of background
to weave at least one adventure, if not an entire sub-plot.
OTHER CONSIDERATIONS
During the character creation process, some players may have
special requirements or requests you may find yourself dealing
with PCs built using optional rules, specialized in unofficial Jobs, or
equipped with Skills of the player's own devising. As a GM, it is
important to resist the temptation to gloss over these issues.
Double-checking material like this for balance ahead of time and
being able to say no to anything grossly unbalanced can save a
great deal of trouble further down the line.
FINAL FANTASY THE ROLEPLAYING GAME 255
Telling the Story
With the basics in place, the next step is to look at the story the
campaign tells. Like all narratives, the success of a campaign on a
storytelling level depends on planning, structure, foresight, and
knowing what to do with the participants. In some respects,
developing a campaign is no different than writing a novel; in others,
its a improvisational free-for-all being tugged in half a dozen
directions at once. Knowing which techniques to apply to each
situation can well make the difference between success and failure.
PLOT AND METAPLOT
Most adventures have their own plot and follow a rough narrative
arc from the time the players are given their objective to the final
battle or challenge separating them from success. What makes a
campaign different from a disconnected series of adventures is the
fact that another, larger plot can be laid on top of these individual
'stories' to create a much grander experience. This second plot is
best described a metaplot a story more sweeping than the sum of
its parts. The typical Final Fantasy game is a perfect example of this,
filled with side quests, diversions, and individual plot threads that
achieve coherence through the 'big' storyline that overshadows and
drives the player's actions.
Creating a metaplot in a tabletop setting requires the GM to create
an ultimate outcome to the PCs adventures and then decide how the
players will get there. The defeat of an evil empire might be
achieved by leading the party along the path to destroy the empires
power base one city at a time; the revealing of an extra-dimensional
menace summoned by a crazed Sage by getting the players involved
in the Sages search for an ancient grimoire; the discovery of a
revolutionary ancient energy source capable of driving the world
into the next stage of technological development by having the
group battle rival forces for control of a thousand-year-old city at
the edge of the world.
The events that will eventually result in the climax are then spaced
out over the course of the campaign, allowing for a satisfying
conclusion while giving the GM an opportunity to expand on the
smaller details how did the empire manage to conquer the world?
Who is the Sage, and what drove him mad? Where are the ruins
located, and what is needed to find the location?
The important thing to remember is to avoid hitting the players
with too much too soon. Metaplots are developed over time, and
may not enter play until relatively late in the game, allowing the level
of menace to scale with the players. At Level 1, they will be fighting
on a local level, protecting small villages from evil forces and battling
against rank-and-file soldiers and weak monsters; at Level 65, they
determine the fate of entire nations, if not the world itself.
Also, while the meta-plot determines the games ending and key
sections of the narrative, it doesnt have to affect every aspect of
the game. If the partys ultimate destiny is to battle Dark Lord and
his minion, the Shadow Knight, there will still be times during the
campaign when the players dabble in small-town politics, rescue a
sickly grandmothers cat from Death Cave, shore up a flagging
merchant company, or become involved in an underground Chocobo
racing syndicate. If anything, this variety is key to making the meta-
plot work; otherwise, having to deal with the Dark Lord and his
henchman in town after town quickly gets tiresome.
Adventures can also be interconnected without being related to
the metaplot. The smaller plot threads created by interlinked
adventures can be referred to as arc plots. For instance, the cat
rescue may climax in the revelation that Grannys little kitty is
actually a ferocious feline demon summoned by a mysterious
sorcerer; the Chocobo racing syndicate could be run by a larger
criminal organization that the players eventually must expose and
bring crashing down. In both cases, the 'conclusion' leaves plenty of
room for further exploration and action. If necessary, you can even
use the end of the arc plot to push players back into the main
metaplot in the above example, the cat demon's master could
easily turn out to be a sorcerer in the Dark Lord's employ.
STOCK PLOTS
Console RPGs and Final Fantasy games in particular tend to
stick to a few tried-and-true plots in their narratives, mixing and
matching elements as needed. GMs can benefit from this by using
the genre's cliches and conventions as a starting point for their own
stories. Below are a number of 'stock plots' used by Final Fantasy
titles in the past use the ones that strike your fancy, and your
metaplot is one step closer to being done.
The Megalomaniac. All things told, the world was doing well until now
things were stable, relations between powers were cordial. Then a
new figure rose to prominence, bringing along minions, resources,
and a desire to topple the status quo. Perhaps they have their own
agenda; perhaps they are nothing more than pawns in somebody
elses plan.
The Mystery. Strange things are happening. Natural order seems out
of balance. Something or someone is seeking to change the
world, and it may not be for the better. Unless the warnings are
heeded and the mystery is unraveled in time, the consequences
could be dire indeed.
The Resistance. Evil has already won, and holds the world in its
sway. Most have already accepted subjugation, save for the few and
proud who refuse to buckle under and will fight to end the tyranny at
any price. Can justice prevail when every odd favors the enemy?
The War Story. Conflicts between nations make for strange
bedfellows and desperation for dalliances with powers and
weapons best not trifled with. How far will a leader go to win a war?
How much are they willing to sacrifice to get their way? And on what
side will the players stand on when the first shots are fired?
The Ancient Evil. In a distant land, something ancient slumbers. If
awakened, it could very well tear the world apart and now there
are forces seeking its revival at any cost. Can they be stopped
before disaster strikes?
The Conspiracy. How do you fight an enemy you never see? In a
world in turmoil, deceit lurks around every corner and few things are
as they seem. At the center of it all lies a conspiracy of incredible
size, controlling the ebb and flow of events and trying its best to
FINAL FANTASY THE ROLEPLAYING GAME 256
make sure nobody ever puts together enough pieces to learn the
truth whatever it may be.
The Perils of Science. The march of scientific progress has brought
many wonderful things to the world, but there's a dark side as well:
deadly weapons, strange experiments, perversions of life and nature
itself. When bad science gets out of the lab, who will have the
strength to put a stop to it?
IN MEDIA RES
Now we are ready to look at the 'opening scene' that first session
where your players enter the world and begin their adventure. Ever
since Final Fantasy II opened with a desperate battle, most Final
Fantasy games have started in the thick of the action good
examples of this include the raid on Mysidia in Final Fantasy IV,
AVALANCHE's attempt to sabotage the Sector 1 Reactor in Final
Fantasy VII, the kidnapping planning session in Final Fantasy IX ,
Sins attack on Zanarkand in Final Fantasy X, and the infiltration of
Nalbina Fortress in Final Fantasy XII. In storytelling terms, this
narrative device is called in media res 'into the middle of things.'
Beginning the campaign on a dramatic, splashy note like this is a
good way to get the players attention and almost instantly cuts
through the tedious sequence of so you all meet in a bar-style
introductions usually needed to get characters up to speed with
each other. The big advantage of setting up character relationships
and common causes during the campaign creation phase is that
there is no need to spend time explaining these when the game
kicks off in proper the characters already know where they stand
in relation to each other and why they fight together. With this
burden removed, all thats left for the GM to do is come up with a
big, spectacular action scene or battle to kick things off. If the
players want to spend time getting to know each other, they can do it
after the rubble has settled.
BRINGING THE PLAYERS TOGETHER
Only under the rarest of circumstances does a Final Fantasy game
begin with every character already in the party. In most cases, the
party is assembled gradually over the course of many hours and
events as the protagonists slowly drift together through a
combination of fate and purpose. This device gives GMs a fair bit of
leeway in enlarging the party as needed, allowing them to start with
as few as one or two players and gradually building up to a full
group of six or eight. The challenge lies in making sure that new
additions are kept up to speed on campaign events prior to entering
the game and that their entrances are handled with a modicum of
grace.
Ideally, new arrivals should be planned for at least one session in
advance. This allows the session prior to new character's debut to
accommodate an ending that sets up the characters arrival. In the
next session, the player then officially joins the group, and the
adventure moves on without a break in the action.
THE CATALYST
With your campaign plot established and the party assembled and in
the game, something an event, an item, a character must draw
your players into that metaplot. This something is the catalyst. As
long as it is strong enough to hook the players, it isn't necessary for
the catalyst to be directly related to the metaplot; the games
themselves have taken both routes over the years, to varying effect.
Some examples of catalysts with a direct bearing on the plot include
the meteorite strikes in Final Fantasy V, Sin's attack in Final Fantasy
X, or the kidnapping in Final Fantasy IX each of these introduces
characters and events that remain relevant later in the game. By
contrast, the catalyst of the original Final Fantasy the kidnapping
of Princess Sara is merely an excuse to bring the players into
contact with the fallen knight Garland. Once the players have
confronted Garland and free the princess, she disappears from the
story. In narrative terms, her kidnapping is what the great director
Alfred Hitchcock called a 'MacGuffin' the actual event is irrelevant
to the plot, as its main importance lies in introducing the player to
the game's antagonist and overarching threat to the world.
When planning a campaign, the catalyst should be an integral part
of the process. Ask yourself: What form will the catalyst take? At
what point do you introduce it? How will the players be exposed to
it? Is it strong enough for the players respond to it? It's the last
point that's the arguably the most important the last thing you
want is your group waltzing past the catalyst and ignoring the plot
you've spent weeks developing.
The best way to make the catalyst work is to entice the players
with something that will directly interest or benefit them. Tangible
rewards are the easiest way to get attention the classic example in
fantasy role-playing games is the bartender who accosts the party,
telling them that he knows of a place where hidden treasure can be
found. The second-easiest is the 'background hook,' where the
catalyst is based directly on a character's background say, a family
member begging for help or an old nemesis eager to even the score.
In this case, the party or player follows because they have a
chance to take center stage in the events that follow. Of course,
there are other possibilities, and knowing what motivates your
players will take a lot of the guesswork out of this step.
SKINNING AN ONION
An important part of making a metaplot work is figuring out how
exactly to deliver it to the players. How much should they know about
the overarching plot from the outset? How much will they stumble
upon as time passes? Many Final Fantasy games devote their plots
to the gradual unraveling of mysteries as the characters find out
how the world really works and who pulls the strings. For this
reason, a lot of weight hinges on that initial reveal when the
characters realize theyre part of something bigger than they ever
could have dreamed of. As characters progress from Level to Level,
their knowledge and understanding increases; they become privy to
dark plots and hidden secrets, and may find things they once held
true are far from it.
For the sake of convenience, its easiest to envision the various
FINAL FANTASY THE ROLEPLAYING GAME 257
reveals as peeling back the layers of the onion until you reach the
center at this point, the PCs know the whole truth and are ready to
act on it. You can use this analogy to develop your reveals by
assigning one major revelation to each layer of skin; once one layer
is removed, the next comes to light.
In the play examples given throughout the book, Rodgers group is
fighting to accumulate the materials to repair the airship Excelsior to
allow it to be used against the vile Deathsight. At this point, they
have already been delving into the metaplot for some time, and have
peeled back several layers in the process. The first 'layer' of the
metaplot sees the players reaching the Wind Kingdom of Cassia, only
to discover that there are double agents scheming to undermine the
monarchy. The second 'layer' occurs once the players find that the
King's seniormost Dragoon, assigned to assist the players with their
investigation, is actually the plot's ringleader.
The third layer reveals that he himself is taking his orders from
another a shadowy figure seemingly bent on subverting the
world's nations by replacing their nobility with puppets under his
control. The fourth layer reveals the mastermind's identity as
Deathsight, and lays out his plan to the players using relics divided
between the members of the world's noble families, he intends to
revive the Omega Series, twelve powerful ancient mechanoids. In
time, the group will reach the 'core,' discovering Deathsight's
ultimate intentions for the Omega Series. Until then, however, many
more adventures remain...
CONTINUITY
Continuity the idea that changes in one session carry over into the
next, affecting everything else down the line is crucial in
differentiating a campaign from a simple series of one-off
adventures. But continuity means more than just making sure the
Red Keep stays destroyed after the party nearly met their deaths
shutting down that Hellfire Reactor. It also means revisiting
characters, locations, and plot threads on a consistent basis,
especially if they are important to the party. While most campaigns
go through a steady supply of one-off NPCs, key allies and enemies
shouldnt just pop up for one session and then disappear indefinitely.
Similarly, any important plot issues raised in one session should
continue to be developed and addressed until they are resolved.
Running a plot-intensive campaign also means keeping your facts
straight. The best way to do this is to get into the habit of keeping a
running track of location and character names, of events and key
setting details. Expecting your players to take the story and world
seriously means putting the same effort into it that you would expect
from the rest of the group.
CHARACTER MOMENTS
Most tabletop roleplaying games treat the group as a single entity.
Final Fantasy games, however, frequently pull the focus onto a single
character for portions of the narrative, shifting the spotlight from
the group to the individual. These character moments are an
integral part of the Final Fantasy experience, and offer GMs a way of
bringing characters and story closer together without shutting any
one player out.
A character moment is essentially a revolving limelight that moves
from character to character over the course of several sessions.
Character moments will tend to take up part of or the bulk of a
session, and take the form of events, plot twists, and side-quests
directly involving one or two related characters. Opponents,
locations, and complications for these should be drawn directly from
the characters background or Traits, and offer their player a chance
to flex their roleplaying muscle and further define who they are
playing.
The main trick to pulling this off is to restrict character moments
to a single session at most before moving on to the next person,
ensuring every character has his or her own day in the sun. Focus
too much on a single player's exploits and you alienate the rest of
the group, no matter how fascinating their character's backstory
may be. On the other hand, having the spotlight rotate on a regular
basis can create positive anticipation as players know that it's only a
matter of time before they get a chance to step in that limelight
again.
GOOD ROLEPLAYING
An entertaining and rewarding campaign requires good
performances from the players to work. This may be easier if the GM
takes an active interest in rewarding good roleplaying in the group.
While each GM will have their own ideas of what makes a
performance good enough to merit a reward, it is possible to
establish some basic criteria by which to judge your players
performances. Factors to consider include:
Characterization Characterization begins with establishing an
actual character: a thought-out backstory and rounded personality,
supported by an appropriate choice of Advantages, Disadvantages,
Skills, and Traits. It should be noted that a character doesn't
necessarily have to be deeply flawed or riddled with psychological
trauma to be interesting. Even stock characters can be distinguished
by small, subtle quirks an irrational fear of insects, a collection of
old war injuries, or an encyclopedic knowledge of ancient languages.
The true challenge lies in bringing these ideas to life in a
convincing manner. In many ways, quality roleplaying is nothing so
much as the process of turning that concept from telling into
showing.' The easiest way to assess a players performance is to
compare whats on the character sheet to how that character acts
during the course of each session. A self-described gallant knight in
armor whose only devotion is to the code of chivalry shouldnt be
indulging in petty theft or bullying blameless peasants into
surrendering information. while educated scholars with a Language*
rating in the high 90s would be expected to talk and act the
part.
A GM should also be mindful of excessive metagaming. Breaking
character is not just limited to personality and background, but also
applies to using out-of-game knowledge and repeated violations of
the fourth wall.
Character development. At the same time, no character should
remain completely static. Attitudes and personalities that change
FINAL FANTASY THE ROLEPLAYING GAME 258
convincingly over time are as much part of the roleplaying
experience as establishing them in the first place. A Thief who
robbed rich and poor without qualms may realize theres more to life
than just lining your own pockets. A once-proud Paladin may find his
devotion wavering, gradually becoming consumed by self-doubt. The
taciturn Fighter whose heart closed off the day his lover died may
yet let down his barriers again. The possibilities are nigh-on endless.
Interaction with other characters. No group exists in a vacuum;
part of the roleplaying experience means characters interacting with
one another, building up strong relationships with both PCs and
NPCs romances, friendships, feuds, and everything in between.
Take note of where players work actively to create chemistry
between characters; this goes doubly for romantic relationships,
which require a great deal of courage and commitment from all
parties involved. Players willing to take the plunge and act these out
in-game should definitely be eligible for GM recognition.
Memorable lines. Where would the Final Fantasy games be without
their dialogue? Several of the series more memorable bon mots are
sprinkled throughout this rulebook, but there are many others,
ranging from the outright banal to the strangely profound. With this
in mind, reward those players whose characters can crack inspired
one-liners or deliver memorable speeches off the cuff to encourage
others to do the same.
Death and Sacrifice
As a narrative element, death can be great after all, nothing
underlines the threat a villain poses quite like an entire village wiped
off the map in a single magical cataclysm. But when death strikes
the party, the fun quickly evaporates.
In Final Fantasy games, protagonists tend to be almost invincible,
underlined by the fact that only two main characters have died over
the course of the first twelve games. From a storytelling perspective,
this makes good sense after all, its hard to keep a coherent
narrative going if your heroes die an hour into the plot. But GMs
cannot control everything their players do, and when the rolls go
bad or your Fighter suddenly gets it into his head to charge the
Imperial Army single-handedly, you may find yourself with a casualty
on your hands. Fortunately, there are several ways for you to work
with this.
FUDGE THE DEATH
As GM, you have the power to prevent any death that might disrupt
your stories otherwise murderous rolls can be ignored, bad
judgment countered, certain-death experiences can become near-
fatal ones instead. In gaming terms, this is known as fudging.
Fudging can be a good way to prevent 'cheap' deaths, but carries its
own risks; use it too often, and you end up taking the sting out of
dangerous situations, especially if players become aware that you're
going out of your way to prevent fatalities. Once they realize that
they're working with a GM-imposed 'safety net,' they may take your
challenges less seriously or deliberately take ludicrous risks to see
how far you'll go to save their hides.
REPLACING CHARACTERS
Because there are extensive rules for generating experienced PCs in
Chapter 2, coming up with an equivalently powerful replacement for
a fallen hero isnt impossible, though it may be necessary to tweak
Gil, Artifacts, and Legendary equipment to bring him or her up to an
equal footing with the rest of the party.
The bigger problem is what to do the web of relationships and
contacts the characters predecessor brought to the table, especially
if they were heavily involved with the metaplot. The cheap and easy
way out is to connect the characters replacement to the original PC
in some way. Perhaps shes a family member out to avenge the
death of her sibling or father; perhaps shes a former arch-nemesis
who feels robbed by the fact that she wasnt the one to kill him, and
has decided to join the PCs to make his killer pay for that slight.
Either way, this leads to a situation where many of the plot threads
and contacts can be picked up with only minimal adjustment.
The alternative is to simply ride with it and let those relationships
be severed. Beyond lending the campaign a bit of dramatic punch, a
death in the party also opens the door for extensive character
development as the survivors cope and move on. Moreover, death
doesn't need to be the end for a character in a Final Fantasy
game, it's not unheard of for the spirit of a fallen hero to pop up at
pivotal moments to encourage former comrades or offer words of
wisdom.
SACRIFICE
While most PC deaths are unplanned, players may occasionally want
to sacrifice their characters for the good of the party. This sort of
dramatic heroism is in the best traditions of Final Fantasy heroism,
and should be rewarded in kind. For the duration of their final Scene
or battle, 'sacrifices' enjoy infinite Hit and Magic Points, and ignore
any detrimental Status Conditions that would normally affect them.
Once that time period is over, however, they are dead. This death is
final, and may not be reversed through the use of Spells, Items or
Key Points.
In rarer cases, characters may also sacrifice their lives in an
attempt to return another character to life. It should be noted that
acting as a substitute has a significant ground in Japanese folklore,
but rarely has any success in Final Fantasy games. Whether such
attempts succeed or not is ultimately up to the GM.
Campaigning Pitfalls
Every GM can make mistakes, but some can easily kill a campaign off
in a matter of sessions if not remedied. This section examines some
of the most common problems and errors associated with campaign
play, and how to circumvent them.
PET CHARACTERS
Theyre stylish. Theyre skilled. Theyre charismatic. They leave
enemies broken at their feet and admirers standing in line
everywhere they go. Theyre the toast of royalty and the scourge of
FINAL FANTASY THE ROLEPLAYING GAME 259
evil. And theyre not the players.
A pet character can be defined as any ally that steals the
spotlight from the party, taking center stage in roleplaying, combat,
or storyline. Left unchecked, they turn the players into glorified
catspaws, good only for holding the pets coat for him while he goes
bare-knuckle boxing with Dark Lord or laughing obligingly at his witty
humor. This is outright poison to a campaign, and will turn your
group against you in record time.
This doesn't mean that the players can't have powerful allies
indeed, the narrative may demand it in places but they should be
there to support the party, not vice versa. Avoid making them a
crucial part of the plot and limit their appearances; if the players
need the aid of an all-powerful NPC to overcome the monsters and
challenges thrown at them on a regular basis, you may need to
rethink your challenge level, not step up the level of support you
give them.
RAILROADING
Railroading occurs when the party's options are deliberately
restricted by the GM, usually to ensure that the plot proceeds as the
GM has planned it. How this is works varies from one game to
another, but it ultimately boils down to the GM striking down
alternate paths with an elaborate variation of You cant do that.
The second the plot demands that the party explore the nearby
cave, the main bridge out of town suddenly collapses, the roadways
are populated by high-Level Notorious Monsters, and the townsfolk
cant stop talking about the MARSH CAVE to the NORTH. The result
is a game on rails all the players can do follow the path the GM
has set out for them.
This is fine in moderation after all, Final Fantasy games are
picturebook examples of railroading but can frustrate players if it
becomes too frequent or obvious. For this reason, it is important to
keep your options open; instead of developing rigid story structure,
use the web of events model set out earlier in the chapter to lay
out potential campaign paths and be prepared to improvise if
needed.
CHALLENGE FACTOR
Theres a fine line between keeping the players on their toes and
destroying the party so comprehensively that their toes are about all
thats left after the dust settles. Keep current copies of your players
character sheets when designing encounters so you have a
reasonable idea of what challenges are suitable for their overall
ability level, and pay attention how the group deals with the
obstacles you put in their way. If you notice that they are having
more problems than expected on a regular basis, dont dismiss it as
bad playing and plow forward adjust the difficulty down to
compensate and give them a chance to get their bearings. And if the
worst should come to pass and the entire party is wiped out as a
result of a badly-designed encounter, apologize and rewrite the fight
so the players have a fair shake otherwise, you may be looking for
a new group the week after.
At the same time, it's perfectly possible to be too generous with
the difficulty level, showering the party with high-level equipment for
defeating creampuff monsters that crumple after just two hits.
Though some may enjoy this kind of campaign, in general it's more
satisfying for all involved if they have to sweat a little to gain
something in-game. Remember: difficulty adjustments go both ways.
There's no shame in quietly raising a monster's HP if it's dying
faster than expected, or adding new challenges if existing ones don't
seem to be taxing your group.
MARGINALISING PLAYERS
Players select Abilities, Skills, Traits, and special equipment because
they believe they will get a chance to use them. As a result, the
easiest way to frustrate your players is to either ignore their
characters' capabilities or shut them down entirely. If the party has
invested heavily in Social Skills, the last thing you want to do is keep
them on the road or crawling through monster-infested dungeons
for the bulk of the campaign. If your party's resident Black Mage
signed on with the expectation of throwing some lightning bolts
around, don't have monsters slap Silence on him at the start of
every battle. If the group is capable of using a lot of Status
Conditions, try to avoid giving their opponent blanket immunity to
everything the group can throw at them. Your players want to use
their toys let them. If things get too out of hand, there are still
plenty of ways you can cut them down to size.
LOSING PLAYERS
Even the best-run campaigns suffer from attrition. Scheduling
conflicts, loss of interest, personal problems, or moves can all
whittle down your player numbers. Overlooking the need to find
replacements, the departure of any player leaves you with a hole in
your cast, story-wise and three ways to deal with it.
If the player may come back at a later date, contrive a reason for
the players character to temporarily leave the party. Perhaps their
kingdom is in trouble, or theyve been called back by their old gang
for one last heist whatever the situation may be, this approach
leaves the door open for an eventual comeback. If the player
decides to return to the group, you can arrange for a surprise
reappearance during the next session; if not, the character has
already been relegated to the background, making their permanent
departure less jarring.
If the player is gone for good, one option is to bring in someone
else to take over the character, or turn said character into an NPC.
This kind of 'recasting' should only be done with the original players
consent, and may yield mixed results for better or worse,
characters are almost inseparable from the person playing him or
her.
If the player is gone and having the character continue under
somebody else's direction isn't feasible, the final option is to simply
kill them off in a spectacular fashion. This can offer you some nice
dramatic possibilities, but should be reserved for players who
definitely arent returning the last thing the group needs is for said
player to show up out of the blue a few weeks down the line,
demanding to know what happened to his PC.
FINAL FANTASY THE ROLEPLAYING GAME 260
CREATING NEW RACES
While Chapter 3 tries to offer a diverse selection of races for players
to choose from, GMs may find themselves in a position where the
stock races dont meet their campaign's needs, especially if the
campaign world sports an unusual setting or background.
In situations like these, there are two possible options. The first is
to reflavor an existing race by changing the name and particulars
but retaining the Racial Maximums. As the FFRPG races are intended
to cover a broad range of strength, speed, durability, and magical
aptitude, chances are one of them will fit your needs.
The second, but more involved, alternative is to create a new race
from scratch using the existing lineup as a model for your own ideas
and concepts. Before beginning the process, however, consider the
following questions:
Does the race fill a niche? Every race should have a place in the
campaigns universe as well as a clearly-defined role within the
system. Humans are great everymen, Galka make superb warriors
but mediocre mages, and Tarutaru are magically unparalleled but
physically helpless. Think about where your race it fits into this
spectrum is it strong and fast, but physically fragile? Does it
combine durability and magical power at the expense of physical
damage?
Is the niche not filled by an existing race? Once you've figured out
the race's niche, see where it stands in relation to the existing races.
If that niche overlaps with one or more of the races described in
Chapter 3, it may be easier and more sensible to simply reflavor the
races in question.
Is the concept distinctive enough to warrant a race of its own?
Sub-races are a common phenomenon in classic fantasy, and even
seen in later Final Fantasy games. The reptilian Bangaa with their
four sub-groups are an excellent example of this phenomenon. But
is it worth drafting separate Maximums and backgrounds for all four
when one writeup will do? Is a unique Ancient race needed when the
same could end result be accomplished by making a Human
character with specific Traits? If the new race is nothing more than a
minor variation on an existing race, you should consider using this
base race instead.
Will anyone be willing to use or talk to the race you make? While an
animated stuffed animal might be interesting as a concept, your
players may balk at bringing that concept to the character stage.
Think about the player appeal first and foremost when developing
the race nothing is worse than wasting effort on something
nobody wants.
If the answers to those four questions are yes, its time to begin
racial creation in earnest.
RACIAL MAXIMUMS
From a mechanical standpoint, creating a new race is relatively easy
the only thing needed a Racial Maximum for each of the six
Attributes. 10 is the average value for each Attribute, and is
equivalent to the capabilities of a healthy adult Human. Using this as
a baseline, you can figure out which value is appropriate for the new
race in question. For instance, if a race is slightly stronger than
Humans, their Racial Maximum for STR should be 11 or 12; if they
are significantly weaker, 6 or 7 would be more suitable.
Bear in mind that the combined Racial Maximums for all Attributes
must equal 60, with no Maximum higher than 15 or lower than 5.
APPEARANCE
Once the raw numbers are finalized, its time to consider what the
race looks like. A little imagination goes a long way here after all,
the races of Final Fantasy run the gamut from the almost-human
Lunarians to the brutish, piglike Seeq and Orcs. It's best to stick with
a generally humanoid shape, however, as humanoids can use all of
the equipment, Skills, and Abilities given in this book with no
difficulties or significant leaps of logic. Introducing a race with a
more unusual configuration means a number of potential headaches
how will they hold a sword or pick a lock if they walk on all fours?
If they have four arms, how do you justify the character only being
able to wield two swords at any one time?
HEIGHT AND WEIGHT
A race's average height and weight can say a fair bit about their
physiology at a glance. While height can be easy to calculate,
however, weight is somewhat trickier. To get a 'realistic' average
weight for a humanoid race of medium built, use the following
formula:
Weight (in kg) = 22.85 x Height (meters) x Height (meters)
The results of this formula may need to be adjusted depending on
your concept; a stockier race would have notably higher weight
where a slimmer race would be lighter.
SOCIETY
Society looks at a races civilization, from social organization and
familial structures to military and religion. How a race structures
itself reflects on its personality, and vice versa; rigid, highly
organized races are likely to be sober and serious when compared
to ones with laid-back and loose-knit societies.
The best place to get ideas for a racial culture is our own world.
Many of the societies explored in Chapter 3 are based on real-world
cultures, and serve as a good example of what you can do with this
kind of approach. Of course, not every race has to be a slavish copy
of a human counterpart mix and match customs, beliefs,
structures, and ideas as needed to create something new and
unique. The important thing to watch out for is that the final
combination of traits still makes sense don't create a
technologically advanced society of scientists and thinkers, then
write that their culture is repressively conservative and opposed to
any and all change.
ROLEPLAYING
The 'Roleplaying' section of a racial writeup looks at aspects and
quirks that are likely to have an impact on how an adventuring
FINAL FANTASY THE ROLEPLAYING GAME 261
character of that race gets along with fellow party members and
existence in general. Personality traits tend to emerge naturally from
a race's social structure members of isolated societies will be
either highly suspicious or deeply enthralled by the outside world,
whereas wanderers and nomads are more at home with the sights
and experiences of the questing lifestyle.
Adventuring characters in particular may deserve special mention.
Those who are willing to leave behind the comforts of home and
family for the uncertainties of life on the road can do so either
because of or in spite of their social backgrounds; if anything,
repressive, conservative societies are just as likely to spawn rebels
and wanderers as permissive, open-minded ones. If the kind of
characters that would normally be found in an FFRPG party fly in the
face of social norms for their respective races, explain why, and how
their personalities differ as a consequence.
CREATING EQUIPMENT
Though the lists given in Chapter 6 are meant to be comprehensive,
GMs may find themselves needing hard numbers for equipment
types and options that just arent covered in this book. As with
races, the easiest way to do this is to use the nearest comparable
piece of 'official' equipment as a starting point and run with the
numbers. A Qu Battle Fork can treated as roughly equivalent to a
Polearm; a War Fan to a Ninja Knife. With Armor, only the names
change; with Weapons, you just need to adjust the Weapon type, the
individual names, and the Skill needed to wield it.
For GMs interested in creating completely new equipment, this
section contain the rules needed to whip up an original list or
augment an existing one. Note that the system presented here is not
the same as the one described in Appendix I these steps here are
meant exclusively for behind the scenes work, and produce slightly
different numbers than player-crafted items.
Creating Weapons
To create a Weapon, you must decide four things: the Weapon's
damage die, the Attribute used in the Weapon's damage code, the
Skill used to wield it, and whether or not the Weapon takes up the
Shield Slot. In general, d12 Weapons take up both Slots for balance
reasons it is better to carry this rule of thumb over to any
homemade Weapons created with this system.
DAMAGE DIE
The Weapons damage die d6, d8, d10, d12 determines how
much damage the weapon will do as well as how much it costs. The
size of the Weapon tends to be reflected in the choice of damage
die smaller Weapons like Knives use d6s, while larger weapons like
Polearms use d12s.
ATTRIBUTE
The Attribute used in damage calculations are also defined by the
Weapons type. STR is used for cutting or slashing Weapons, as well
as missile Weapons that depend on muscle power to do damage, like
Bows. AGI is used for piercing Weapons where dexterity has more
effect than brute force, as well as ballistic Weapons that do not
depend on strength, like Rifles and Crossbows. Finally, MAG is used
for Weapons that focus the wielders own magical power to do
damage. Choosing an Attribute other than STR will reduce the
Weapon's Availability by 1 and increase its base cost by x 1.1 on top
of any other price modifiers the Weapon is subject to. Regardless of
which Attribute is chosen, the Weapon continues to deal Physical
damage unless it is given the Magical Attack property.
EQUIPMENT TIER
Once the basic details of the Weapon have been settled on, the next
thing to figure out is what Tier the Weapon is. For complete
equipment tables, you will want to create two Weapons for each Tier
from 1 through 10 one with Equipment Abilities, one without. It is
also possible to create individual Weapons within those Tiers.
SLOTS
In order to determine the cost of Equipment Abilities as well as make
sure that a Weapon's Abilities remain appropriate to its Tier, adding
special properties to a Weapon is handled with a simple system
based on Slots. Every Equipment Ability takes up a certain number
of Slots on a Weapon, and each Tier only has room for a certain
number of Slots. If an Equipment Ability takes up more Slots than a
Weapon of that Tier can support, it cannot be added. The exact
breakdown of Slots per Tier can be seen below.
Table 10-7: Equipment Slots per Tier
EQUIPMENT TIER NUMBER OF SLOTS AVAILABLE
1 2
2 2
3 3
4 3
5 4
6 4
7 5
8 10
To find out a new Weapon's cost and Availability, determine how
many Slots its Ability occupies checking en route whether the
Ability can actually be supported by a Weapon of that Tier and
check the result against Tables 10-8 to 10-11.
Note that the tables on the following pages only go up to Tier 8
as Artifact and Legendary Weapons have no price attached to them,
creating Weapons like these is just a matter of assigning appropriate
Equipment Abilities and tracking down the corresponding damage
code on the tables.
FINAL FANTASY THE ROLEPLAYING GAME 262
+x [Attribute]: +x Slots
+10 ACC: +1 Slot
+10 DEX: +2 Slots
+10 EVA: +1 Slot
+10 EXP: +1 Slot
+10 M. ACC: +1 Slot
+10 M. EVA: +1 Slot
+10 MND: +2 Slots
+20 ACC: +2 Slots
+20 DEX: +3 Slots
+20 EVA: +2 Slots
+20 EXP: +2 Slots
+20 M. ACC: +2 Slots
+20 M. EVA: +2 Slots
+20 MND: +3 Slots
+30 ACC: +3 Slots
+30 M.ACC: +3 Slots
+30 EXP: +3 Slots
+10% HP: +1 Slot
+10% MP: +2 Slots
Auto-Agility Up: +3 Slots
Auto-Float: +1 Slot
Auto-Magic Up: +6 Slots
Auto-Power Up: +6 Slots
Auto-Reraise: +5 Slots
Auto-Regen: +4 Slots
Auto-Haste: +6 Slots
Auto-Protect: +3 Slots
Auto-Shell: +3 Slots
Auto-Spirit Up: +3 Slots
Auto-Reflect: +2 Slots
Berserk Proof: +2 Slots
Berserk Strike: +3 Slots
Berserk Touch: +2 Slots
Blind Proof: +1 Slot
Blind Strike: +2 Slots
Blind Touch: +1 Slots
Charm Proof: +4 Slots
Condemned Proof: +2 Slots
Condemned Strike: +4 Slots
Condemned Touch: +2 Slots
Confusion Proof: +3 Slots
Confusion Strike: +3 Slots
Confusion Touch: +2 Slots
Critical+: +2 Slots
Critical++: +4 Slots
Curse Proof: +3 Slots
Curse Strike: +2 Slots
Curse Touch: +1 Slots
Death Proof: +4 Slots
Death Strike: +6 Slots
Death Touch: +4 Slots
Disable Proof: +2 Slots
Disable Strike: +3 Slots
Disable Touch: +2 Slots
[Element] Ward: +1 Slot
[Element] Proof: +2 Slots
[Element] Eater: +4 Slots
[Element] Strike: +1 Slot
[Enemy Type] Killer: +2 Slots
[Element] Enhancer: +3 Slots
Headhunter: +2 Slots
HP Drain: +3 Slots
Immobilize Proof: +1 Slot
Immobilize Strike: +2 Slot
Immobilize Touch: +1 Slot
Mini Proof: +2 Slots
Mini Strike: +3 Slots
Mini Touch: +2 Slots
MP Damage: +1 Slot
MP Drain: +2 Slots
Petrify Proof: +2 Slots
Petrify Strike: +4 Slots
Petrify Touch: +2 Slots
Piercing: +2 Slots
Poison Proof: +1 Slot
Poison Strike: +2 Slot
Poison Touch: +1 Slot
Sensor: +1 Slot
Silence Proof: +2 Slots
Silence Strike: +2 Slot
Silence Touch: +1 Slot
Sleep Proof: +1 Slot
Sleep Strike: +2 Slot
Sleep Touch: +1 Slot
Slow Proof: +2 Slots
Slow Strike: +2 Slots
Slow Touch: +1 Slot
SOS-Agility Up: +1 Slot
SOS-Aura: +3 Slots
SOS-Berserk: +1 Slots
SOS-Esuna: +3 Slots
SOS-Float: +2 Slots
SOS-Haste: +3 Slots
SOS-Magic Up: +3 Slots
SOS-Power Up: +3 Slots
SOS-Protect: +2 Slots
SOS-Reflect: +1 Slots
SOS-Regen: +2 Slots
SOS-Reraise: +4 Slots
SOS-Shell: +2 Slots
SOS-Spirit Up: +1 Slot
SOS-Vanish: +3 Slots
Stone Proof: +4 Slots
Stone Strike: +6 Slots
Stone Touch: +4 Slots
Toad Proof: +2 Slots
Toad Strike: +3 Slots
Toad Touch: +2 Slots
Triple Critical: +3 Slots
[x] Break Proof: +2 Slots
Venom Proof: +2 Slots
Venom Strike: +3 Slots
Venom Touch: +2 Slots
Zombie Proof: +2 Slots
Zombie Strike: +3 Slots
Zombie Touch: +2 Slots
These options and Slot costs are also used in creating Armor,
though not every option will apply in that case.
PRICING SPECIAL WEAPON PROPERTIES
Some Weapons have innate properties that apply to all Weapons of a
given class. These properties may also be given to other Weapons,
though this will usually change the price listed in Tables 10-8 to 10-
11 by a certain amount. A Weapon's properties may never reduce
its Availability by more than 3.
Ammunition
Effect: Characters equipped with this Weapon may elect to use
specialized ammunition instead of the basic ammunition used by
default. Ammunition must be purchased beforehand, and can be
used to add additional Equipment Abilities to the Weapon being used
to make the Attack; the Weapon itself will have no Equipment
Abilities. Ammunition can only be used with Ranged Weapons. This
innate property is found on Bows, Crossbows, and Rifles.
Cost Modifier: x 1.0 Availability Modifier: 0
Double Cut
Effect: When equipped with this Weapon, the character may use the
Two Weapons Skill to make two Attack Actions as if he had equipped
two separate Weapons. This innate property is found on Gloves and
Claws, and must be combined with the Two-Handed property.
Cost Modifier: x 1.1 Availability Modifier: -1
FINAL FANTASY THE ROLEPLAYING GAME 263
Double Strike
Effect: Any Attack Action made with this Weapon may roll to hit twice,
applying the better result of the two. This innate property is found
on Swallows
Cost Modifier: x 1.2 Availability Modifier: -2
Entangle
Effect: Any Attack Action made with this Weapon will inflict the Status
Condition Immobilize (2) on a successful Critical Hit. This innate
property is found on Flails.
Cost Modifier: x 1.2 Availability Modifier: -2
Looping Strike
Effect: Any Attack Action made with this Weapon may roll to hit a
second time if the first attack misses. This innate property is found
on Boomerangs
Cost Modifier: x 1.1 Availability Modifier: -1
Magical Attack
Effect: Damage inflicted by this Weapons attacks is treated as
Magical rather than Physical, and will be reduced by M. ARM rather
than ARM.
Cost Modifier: x 1.0 Availability Modifier: 0
Mana Channel
Effect: When calculating damage inflicted by this Weapon, the
wielder's STR or MAG score can be used to determine the final
damage. This innate property is found on Staves.
Cost Modifier: x 1.2 Availability Modifier: -2
Quicksilver
Effect: When calculating damage inflicted by this Weapon, the
wielder's STR or AGI score can be used to determine the final
damage. This innate property is found on Knives.
Cost Modifier: x 1.2 Availability Modifier: -2
Ranged
Effect: The Weapons attacks are treated as being Ranged. This
innate property is found on Boomerangs, Bows, Crossbows,
Instruments, and Rifles.
Cost Modifier: x 1.1 Availability Modifier: -1
Two-Handed
Effect: The Weapon takes up both Shield and Weapon Slots. Must be
taken by all d12 Weapons. This innate property is found on Axes,
Claws, Gloves, Polearms, Greatswords, and Rifles.
Cost Modifier: x 1.0 Availability Modifier: 0
FINAL FANTASY THE ROLEPLAYING GAME 264
Table 10-8: d6 Weapons
TIER SLOTS FILLED BASE COST BASE AVAILABILITY DAMAGE
1 0 75 96% 2 x Attribute + d6
1 1 180 94% 2 x Attribute + d6
1 2 300 92% 2 x Attribute + d6
2 0 450 90% 3 x Attribute + d6
2 1 630 88% 3 x Attribute + d6
2 2 810 86% 3 x Attribute + d6
3 0 1000 84% 5 x Attribute + 2d6
3 1 1250 82% 5 x Attribute + 2d6
3 2 1500 80% 5 x Attribute + 2d6
3 3 1750 78% 5 x Attribute + 2d6
4 0 2000 75% 6 x Attribute + 2d6
4 1 2300 73% 6 x Attribute + 2d6
4 2 2500 71% 6 x Attribute + 2d6
4 3 2800 69% 6 x Attribute + 2d6
5 0 3100 66% 7 x Attribute + 3d6
5 1 3400 64% 7 x Attribute + 3d6
5 2 3800 62% 7 x Attribute + 3d6
5 3 4100 60% 7 x Attribute + 3d6
5 4 4400 58% 7 x Attribute + 3d6
6 0 4700 56% 9 x Attribute + 3d6
6 1 5100 55% 9 x Attribute + 3d6
6 2 5400 54% 9 x Attribute + 3d6
6 3 5800 52% 9 x Attribute + 3d6
6 4 6100 50% 9 x Attribute + 3d6
7 0 6400 48% 10 x Attribute + 4d6
7 1 6800 47% 10 x Attribute + 4d6
7 2 7100 46% 10 x Attribute + 4d6
7 3 7400 44% 10 x Attribute + 4d6
7 4 7800 42% 10 x Attribute + 4d6
7 5 8100 40% 10 x Attribute + 4d6
8 0 8400 37% 11 x Attribute + 4d6
8 1 8800 36% 11 x Attribute + 4d6
8 2 9100 35% 11 x Attribute + 4d6
8 3 9400 34% 11 x Attribute + 4d6
8 4 9700 33% 11 x Attribute + 4d6
8 5 10000 32% 11 x Attribute + 4d6
8 6 10200 31% 11 x Attribute + 4d6
8 7 10500 30% 11 x Attribute + 4d6
8 8 10800 28% 11 x Attribute + 4d6
8 9 11000 26% 11 x Attribute + 4d6
8 10 11300 24% 11 x Attribute + 4d6
FINAL FANTASY THE ROLEPLAYING GAME 265
Table 10-9: d8 Weapons
TIER SLOTS FILLED BASE COST BASE AVAILABILITY DAMAGE
1 0 100 95% 2 x Attribute + d8
1 1 240 93% 2 x Attribute + d8
1 2 400 91% 2 x Attribute + d8
2 0 600 89% 3 x Attribute + d8
2 1 840 87% 3 x Attribute + d8
2 2 1080 85% 3 x Attribute + d8
3 0 1350 83% 5 x Attribute + 2d8
3 1 1650 81% 5 x Attribute + 2d8
3 2 1950 79% 5 x Attribute + 2d8
3 3 2300 77% 5 x Attribute + 2d8
4 0 2700 74% 6 x Attribute + 2d8
4 1 3000 72% 6 x Attribute + 2d8
4 2 3400 70% 6 x Attribute + 2d8
4 3 3800 68% 6 x Attribute + 2d8
5 0 4200 65% 8 x Attribute + 3d8
5 1 4600 63% 8 x Attribute + 3d8
5 2 5000 61% 8 x Attribute + 3d8
5 3 5400 59% 8 x Attribute + 3d8
5 4 5900 57% 8 x Attribute + 3d8
6 0 6300 55% 10 x Attribute + 3d8
6 1 6800 54% 10 x Attribute + 3d8
6 2 7200 53% 10 x Attribute + 3d8
6 3 7700 51% 10 x Attribute + 3d8
6 4 8100 49% 10 x Attribute + 3d8
7 0 8600 47% 11 x Attribute + 4d8
7 1 9000 46% 11 x Attribute + 4d8
7 2 9500 45% 11 x Attribute + 4d8
7 3 9900 43% 11 x Attribute + 4d8
7 4 10400 41% 11 x Attribute + 4d8
7 5 10800 39% 11 x Attribute + 4d8
8 0 11200 36% 13 x Attribute + 4d8
8 1 11700 35% 13 x Attribute + 4d8
8 2 12100 34% 13 x Attribute + 4d8
8 3 12500 33% 13 x Attribute + 4d8
8 4 12900 32% 13 x Attribute + 4d8
8 5 13300 31% 13 x Attribute + 4d8
8 6 13600 30% 13 x Attribute + 4d8
8 7 14000 29% 13 x Attribute + 4d8
8 8 14300 27% 13 x Attribute + 4d8
8 9 14600 25% 13 x Attribute + 4d8
8 10 14900 23% 13 x Attribute + 4d8
FINAL FANTASY THE ROLEPLAYING GAME 266
Table 10-10: d10 Weapons
TIER SLOTS FILLED BASE COST BASE AVAILABILITY DAMAGE
1 0 120 94% 2 x Attribute + d10
1 1 290 92% 2 x Attribute + d10
1 2 500 90% 2 x Attribute + d10
2 0 750 88% 4 x Attribute + d10
2 1 1050 86% 4 x Attribute + d10
2 2 1350 84% 4 x Attribute + d10
3 0 1700 82% 6 x Attribute + 2d10
3 1 2050 80% 6 x Attribute + 2d10
3 2 2450 78% 6 x Attribute + 2d10
3 3 2900 76% 6 x Attribute + 2d10
4 0 3300 73% 8 x Attribute + 2d10
4 1 3800 71% 8 x Attribute + 2d10
4 2 4200 69% 8 x Attribute + 2d10
4 3 4700 67% 8 x Attribute + 2d10
5 0 5200 64% 10 x Attribute + 3d10
5 1 5700 62% 10 x Attribute + 3d10
5 2 6300 60% 10 x Attribute + 3d10
5 3 6800 58% 10 x Attribute + 3d10
5 4 7400 56% 10 x Attribute + 3d10
6 0 7900 54% 11 x Attribute + 3d10
6 1 8500 53% 11 x Attribute + 3d10
6 2 9000 52% 11 x Attribute + 3d10
6 3 9600 50% 11 x Attribute + 3d10
6 4 10200 48% 11 x Attribute + 3d10
7 0 10700 46% 13 x Attribute + 4d10
7 1 11300 45% 13 x Attribute + 4d10
7 2 11900 44% 13 x Attribute + 4d10
7 3 12400 42% 13 x Attribute + 4d10
7 4 13000 40% 13 x Attribute + 4d10
7 5 13500 38% 13 x Attribute + 4d10
8 0 14000 35% 15 x Attribute + 4d10
8 1 14600 34% 15 x Attribute + 4d10
8 2 15100 33% 15 x Attribute + 4d10
8 3 15600 32% 15 x Attribute + 4d10
8 4 16100 31% 15 x Attribute + 4d10
8 5 16600 30% 15 x Attribute + 4d10
8 6 17000 29% 15 x Attribute + 4d10
8 7 17500 28% 15 x Attribute + 4d10
8 8 17900 26% 15 x Attribute + 4d10
8 9 18300 24% 15 x Attribute + 4d10
8 10 18700 22% 15 x Attribute + 4d10
FINAL FANTASY THE ROLEPLAYING GAME 267
Table 10-11: d12 Weapons
TIER SLOTS FILLED BASE COST BASE AVAILABILITY DAMAGE
1 0 140 93% 2 x Attribute + d12
1 1 350 91% 2 x Attribute + d12
1 2 600 89% 2 x Attribute + d12
2 0 900 87% 4 x Attribute + d12
2 1 1260 85% 4 x Attribute + d12
2 2 1620 83% 4 x Attribute + d12
3 0 2050 81% 6 x Attribute + 2d12
3 1 2450 79% 6 x Attribute + 2d12
3 2 2950 77% 6 x Attribute + 2d12
3 3 3500 75% 6 x Attribute + 2d12
4 0 4000 72% 9 x Attribute + 2d12
4 1 4600 70% 9 x Attribute + 2d12
4 2 5000 68% 9 x Attribute + 2d12
4 3 5600 66% 9 x Attribute + 2d12
5 0 6200 63% 11 x Attribute + 3d12
5 1 6800 61% 11 x Attribute + 3d12
5 2 7600 59% 11 x Attribute + 3d12
5 3 8200 57% 11 x Attribute + 3d12
5 4 8800 55% 11 x Attribute + 3d12
6 0 9500 53% 13 x Attribute + 3d12
6 1 10100 52% 13 x Attribute + 3d12
6 2 10800 51% 13 x Attribute + 3d12
6 3 11500 49% 13 x Attribute + 3d12
6 4 12200 47% 13 x Attribute + 3d12
7 0 12800 45% 15 x Attribute + 4d12
7 1 13600 44% 15 x Attribute + 4d12
7 2 14200 43% 15 x Attribute + 4d12
7 3 14900 41% 15 x Attribute + 4d12
7 4 15600 39% 15 x Attribute + 4d12
7 5 16200 37% 15 x Attribute + 4d12
8 0 16800 34% 17 x Attribute + 4d12
8 1 17500 33% 17 x Attribute + 4d12
8 2 18100 32% 17 x Attribute + 4d12
8 3 18700 31% 17 x Attribute + 4d12
8 4 19300 30% 17 x Attribute + 4d12
8 5 19900 29% 17 x Attribute + 4d12
8 6 20400 28% 17 x Attribute + 4d12
8 7 21000 27% 17 x Attribute + 4d12
8 8 21500 25% 17 x Attribute + 4d12
8 9 22000 23% 17 x Attribute + 4d12
8 10 22500 21% 17 x Attribute + 4d12
FINAL FANTASY THE ROLEPLAYING GAME 268
Creating Armor
Creating a piece of Armor follows the same steps as creating Weapons, using the Slots system to determine the price and Availability Rating of the
final item. The number of Slots consumed by Equipment Abilities remain the same as those given for Weapons earlier. The one key difference is the
breakdown in categories rather than determine pricing and Availability by the damage die, the actual type of Armor is used. This somewhat limits
the systems ability to create entirely new kinds of Armor, though the existing categories are vague enough to allow most possibilities.
Table 10-12: Armwear
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
1 0 60 95% 1 2 +0 +0
1 1 145 93% 1 2 +0 +0
1 2 250 91% 1 2 +0 +0
2 0 370 89% 3 4 +0 +0
2 1 520 87% 3 4 +0 +0
2 2 670 85% 3 4 +0 +0
3 0 850 83% 5 6 +0 +0
3 1 1050 81% 5 6 +0 +0
3 2 1250 79% 5 6 +0 +0
3 3 1450 77% 5 6 +0 +0
4 0 1700 74% 8 8 +0 +5
4 1 1900 72% 8 8 +0 +5
4 2 2100 70% 8 8 +0 +5
4 3 2400 68% 8 8 +0 +5
5 0 2600 65% 11 10 +0 +5
5 1 2900 63% 11 10 +0 +5
5 2 3200 61% 11 10 +0 +5
5 3 3400 59% 11 10 +0 +5
5 4 3700 57% 11 10 +0 +5
6 0 4000 55% 13 13 +0 +5
6 1 4300 54% 13 13 +0 +5
6 2 4500 53% 13 13 +0 +5
6 3 4800 51% 13 13 +0 +5
6 4 5100 49% 13 13 +0 +5
7 0 5400 47% 16 16 +5 +5
7 1 5700 46% 16 16 +5 +5
7 2 6000 45% 16 16 +5 +5
7 3 6200 43% 16 16 +5 +5
7 4 6500 41% 16 16 +5 +5
7 5 6800 39% 16 16 +5 +5
8 0 7000 36% 19 19 +5 +10
8 1 7300 35% 19 19 +5 +10
8 2 7600 34% 19 19 +5 +10
8 3 7800 33% 19 19 +5 +10
8 4 8100 32% 19 19 +5 +10
8 5 8300 31% 19 19 +5 +10
8 6 8500 30% 19 19 +5 +10
8 7 8800 29% 19 19 +5 +10
8 8 9000 27% 19 19 +5 +10
8 9 9200 25% 19 19 +5 +10
8 10 9400 23% 19 19 +5 +10
FINAL FANTASY THE ROLEPLAYING GAME 269
Table 10-13: Gauntlets
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
1 0 65 96% 2 1 +0 +0
1 1 160 94% 2 1 +0 +0
1 2 275 92% 2 1 +0 +0
2 0 420 90% 5 2 +0 +0
2 1 580 88% 5 2 +0 +0
2 2 750 86% 5 2 +0 +0
3 0 950 84% 8 4 +0 +0
3 1 1150 82% 8 4 +0 +0
3 2 1300 80% 8 4 +0 +0
3 3 1600 78% 8 4 +0 +0
4 0 1800 75% 11 6 +5 0
4 1 2100 73% 11 6 +5 0
4 2 2300 71% 11 6 +5 0
4 3 2600 69% 11 6 +5 0
5 0 2900 66% 14 8 +5 0
5 1 3200 64% 14 8 +5 0
5 2 3500 62% 14 8 +5 0
5 3 3800 60% 14 8 +5 0
5 4 4100 58% 14 8 +5 0
6 0 4300 56% 17 10 +5 0
6 1 4700 55% 17 10 +5 0
6 2 5000 54% 17 10 +5 0
6 3 5300 52% 17 10 +5 0
6 4 5600 50% 17 10 +5 0
7 0 5900 48% 20 12 +5 +5
7 1 6200 47% 20 12 +5 +5
7 2 6600 46% 20 12 +5 +5
7 3 6900 44% 20 12 +5 +5
7 4 7200 42% 20 12 +5 +5
7 5 7500 40% 20 12 +5 +5
8 0 7800 37% 23 15 +10 +5
8 1 8100 36% 23 15 +10 +5
8 2 8400 35% 23 15 +10 +5
8 3 8600 34% 23 15 +10 +5
8 4 8900 33% 23 15 +10 +5
8 5 9200 32% 23 15 +10 +5
8 6 9400 31% 23 15 +10 +5
8 7 9700 30% 23 15 +10 +5
8 8 9900 28% 23 15 +10 +5
8 9 10100 26% 23 15 +10 +5
8 10 10300 24% 23 15 +10 +5
FINAL FANTASY THE ROLEPLAYING GAME 270
Table 10-14: Hats
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
1 0 80 96% 1 3 +0 +0
1 1 200 94% 1 3 +0 +0
1 2 350 92% 1 3 +0 +0
2 0 530 90% 4 6 +0 +0
2 1 740 88% 4 6 +0 +0
2 2 950 86% 4 6 +0 +0
3 0 1200 84% 7 9 +0 +0
3 1 1400 82% 7 9 +0 +0
3 2 1700 80% 7 9 +0 +0
3 3 2000 78% 7 9 +0 +0
4 0 2300 75% 10 13 +0 +0
4 1 2700 73% 10 13 +0 +0
4 2 2900 71% 10 13 +0 +0
4 3 3300 69% 10 13 +0 +0
5 0 3600 66% 13 17 +0 +0
5 1 4000 64% 13 17 +0 +0
5 2 4400 62% 13 17 +0 +0
5 3 4800 60% 13 17 +0 +0
5 4 5100 58% 13 17 +0 +0
6 0 5500 56% 16 21 +0 +0
6 1 5900 55% 16 21 +0 +0
6 2 6300 54% 16 21 +0 +0
6 3 6700 52% 16 21 +0 +0
6 4 7100 50% 16 21 +0 +0
7 0 7500 48% 19 25 +0 +5
7 1 7900 47% 19 25 +0 +5
7 2 8300 46% 19 25 +0 +5
7 3 8700 44% 19 25 +0 +5
7 4 9100 42% 19 25 +0 +5
7 5 9500 40% 19 25 +0 +5
8 0 9800 37% 22 29 +0 +5
8 1 10200 36% 22 29 +0 +5
8 2 10600 35% 22 29 +0 +5
8 3 10900 34% 22 29 +0 +5
8 4 11300 33% 22 29 +0 +5
8 5 11600 32% 22 29 +0 +5
8 6 11900 31% 23 15 +10 +5
8 7 12300 30% 23 15 +10 +5
8 8 12500 28% 23 15 +10 +5
8 9 12800 26% 23 15 +10 +5
8 10 13100 24% 23 15 +10 +5
FINAL FANTASY THE ROLEPLAYING GAME 271
Table 10-15: Helmets
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
1 0 70 95% 3 1 +0 +0
1 1 170 93% 3 1 +0 +0
1 2 300 91% 3 1 +0 +0
2 0 450 89% 5 4 +0 +0
2 1 630 87% 5 4 +0 +0
2 2 810 85% 5 4 +0 +0
3 0 1000 83% 9 7 +0 +0
3 1 1250 81% 9 7 +0 +0
3 2 1500 79% 9 7 +0 +0
3 3 1750 77% 9 7 +0 +0
4 0 2000 74% 13 10 +0 +0
4 1 2300 72% 13 10 +0 +0
4 2 2500 70% 13 10 +0 +0
4 3 2800 68% 13 10 +0 +0
5 0 3100 65% 17 13 +0 +0
5 1 3400 63% 17 13 +0 +0
5 2 3800 61% 17 13 +0 +0
5 3 4100 59% 17 13 +0 +0
5 4 4500 57% 17 13 +0 +0
6 0 4800 55% 21 16 +0 +0
6 1 5100 54% 21 16 +0 +0
6 2 5400 53% 21 16 +0 +0
6 3 5800 51% 21 16 +0 +0
6 4 6100 49% 21 16 +0 +0
7 0 6500 47% 25 19 +5 +0
7 1 6800 46% 25 19 +5 +0
7 2 7200 45% 25 19 +5 +0
7 3 7500 43% 25 19 +5 +0
7 4 7800 41% 25 19 +5 +0
7 5 8100 39% 25 19 +5 +0
8 0 8400 36% 29 22 +5 +0
8 1 8800 35% 29 22 +5 +0
8 2 9100 34% 29 22 +5 +0
8 3 9400 33% 29 22 +5 +0
8 4 9700 32% 29 22 +5 +0
8 5 10000 31% 29 22 +5 +0
8 6 10200 30% 29 22 +5 +0
8 7 10500 29% 29 22 +5 +0
8 8 10700 27% 29 22 +5 +0
8 9 11000 25% 29 22 +5 +0
8 10 11300 23% 29 22 +5 +0
FINAL FANTASY THE ROLEPLAYING GAME 272
Table 10-16: Mail
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
1 0 110 93% 5 3 +0 +0
1 1 260 91% 5 3 +0 +0
1 2 450 89% 5 3 +0 +0
2 0 680 87% 11 7 +0 +0
2 1 950 85% 11 7 +0 +0
2 2 1220 83% 11 7 +0 +0
3 0 1500 81% 16 11 +0 +0
3 1 1800 79% 16 11 +0 +0
3 2 2200 77% 16 11 +0 +0
3 3 2600 75% 16 11 +0 +0
4 0 3000 72% 21 15 +0 +0
4 1 3500 70% 21 15 +0 +0
4 2 3800 68% 21 15 +0 +0
4 3 4300 66% 21 15 +0 +0
5 0 4700 63% 26 19 +0 +0
5 1 5200 61% 26 19 +0 +0
5 2 5700 59% 26 19 +0 +0
5 3 6200 57% 26 19 +0 +0
5 4 6600 55% 26 19 +0 +0
6 0 7100 53% 32 23 +5 +0
6 1 7600 52% 32 23 +5 +0
6 2 8100 51% 32 23 +5 +0
6 3 8600 49% 32 23 +5 +0
6 4 9200 47% 32 23 +5 +0
7 0 9600 45% 38 27 +5 +0
7 1 10200 44% 38 27 +5 +0
7 2 10700 43% 38 27 +5 +0
7 3 11200 41% 38 27 +5 +0
7 4 11700 39% 38 27 +5 +0
7 5 12200 37% 38 27 +5 +0
8 0 12600 34% 44 31 +5 +5
8 1 13200 33% 44 31 +5 +5
8 2 13600 32% 44 31 +5 +5
8 3 14100 31% 44 31 +5 +5
8 4 14500 30% 44 31 +5 +5
8 5 15000 29% 44 31 +5 +5
8 6 15300 28% 44 31 +5 +5
8 7 15800 27% 44 31 +5 +5
8 8 16100 25% 44 31 +5 +5
8 9 16500 23% 44 31 +5 +5
8 10 16900 21% 44 31 +5 +5
FINAL FANTASY THE ROLEPLAYING GAME 273
Table 10-17: Robes
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
1 0 95 93% 3 5 +0 +0
1 1 230 91% 3 5 +0 +0
1 2 400 89% 3 5 +0 +0
2 0 600 87% 7 11 +0 +0
2 1 840 85% 7 11 +0 +0
2 2 1080 83% 7 11 +0 +0
3 0 1400 81% 11 16 +0 +0
3 1 1650 79% 11 16 +0 +0
3 2 1950 77% 11 16 +0 +0
3 3 2300 75% 11 16 +0 +0
4 0 2600 72% 15 21 +0 +0
4 1 3000 70% 15 21 +0 +0
4 2 3400 68% 15 21 +0 +0
4 3 3800 66% 15 21 +0 +0
5 0 4200 63% 19 26 +0 +0
5 1 4600 61% 19 26 +0 +0
5 2 5000 59% 19 26 +0 +0
5 3 5400 57% 19 26 +0 +0
5 4 5900 55% 19 26 +0 +0
6 0 6300 53% 23 32 +0 +5
6 1 6800 52% 23 32 +0 +5
6 2 7200 51% 23 32 +0 +5
6 3 7700 49% 23 32 +0 +5
6 4 8100 47% 23 32 +0 +5
7 0 8600 45% 27 38 +0 +5
7 1 9000 44% 27 38 +0 +5
7 2 9500 43% 27 38 +0 +5
7 3 9900 41% 27 38 +0 +5
7 4 10400 39% 27 38 +0 +5
7 5 10800 37% 27 38 +0 +5
8 0 11200 34% 31 38 +0 +5
8 1 11700 33% 31 44 +5 +5
8 2 12100 32% 31 44 +5 +5
8 3 12500 31% 31 44 +5 +5
8 4 12900 30% 31 44 +5 +5
8 5 13300 29% 31 44 +5 +5
8 6 13600 28% 31 44 +5 +5
8 7 14000 27% 31 44 +5 +5
8 8 14300 25% 31 44 +5 +5
8 9 14700 23% 31 44 +5 +5
8 10 15100 21% 31 44 +5 +5
FINAL FANTASY THE ROLEPLAYING GAME 274
Table 10-18: Shields
TIER SLOTS FILLED BASE COST BASE AVAILABILITY EVA M. EVA
1 0 80 94% +4 +1
1 1 195 92% +4 +1
1 2 330 90% +4 +1
2 0 500 88% +9 +3
2 1 700 86% +9 +3
2 2 900 84% +9 +3
3 0 1150 82% +14 +5
3 1 1400 80% +14 +5
3 2 1650 78% +14 +5
3 3 2000 76% +14 +5
4 0 2200 73% +19 +7
4 1 2500 71% +19 +7
4 2 2800 69% +19 +7
4 3 3100 67% +19 +7
5 0 3500 64% +24 +9
5 1 3800 62% +24 +9
5 2 4200 60% +24 +9
5 3 4500 58% +24 +9
5 4 4900 56% +24 +9
6 0 5300 54% +29 +11
6 1 5600 53% +29 +11
6 2 6000 52% +29 +11
6 3 6400 50% +29 +11
6 4 6700 48% +29 +11
7 0 7100 46% +34 +14
7 1 7500 45% +34 +14
7 2 7900 44% +34 +14
7 3 8200 42% +34 +14
7 4 8600 40% +34 +14
7 5 8900 38% +34 +14
8 0 9300 35% +39 +16
8 1 9700 34% +39 +16
8 2 10000 33% +39 +16
8 3 10300 32% +39 +16
8 4 10700 31% +39 +16
8 5 11000 30% +39 +16
8 6 11200 29% +39 +16
8 7 11600 28% +39 +16
8 8 11900 26% +39 +16
8 9 12100 24% +39 +16
8 10 12300 22% +39 +16
FINAL FANTASY THE ROLEPLAYING GAME 275
Table 10-19: Suits
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
1 0 100 94% 4 4 +0 +0
1 1 240 92% 4 4 +0 +0
1 2 425 90% 4 4 +0 +0
2 0 640 88% 8 8 +0 +0
2 1 900 86% 8 8 +0 +0
2 2 1150 84% 8 8 +0 +0
3 0 1450 82% 13 13 +0 +0
3 1 1750 80% 13 13 +0 +0
3 2 2100 78% 13 13 +0 +0
3 3 2450 76% 13 13 +0 +0
4 0 2800 73% 18 18 +0 +0
4 1 3300 71% 18 18 +0 +0
4 2 3600 69% 18 18 +0 +0
4 3 4000 67% 18 18 +0 +0
5 0 4500 64% 23 23 +0 +0
5 1 4900 62% 23 23 +0 +0
5 2 5400 60% 23 23 +0 +0
5 3 5800 58% 23 23 +0 +0
5 4 6300 56% 23 23 +0 +0
6 0 6700 54% 28 28 +0 +0
6 1 7200 53% 28 28 +0 +0
6 2 7700 52% 28 28 +0 +0
6 3 8200 50% 28 28 +0 +0
6 4 8700 48% 28 28 +0 +0
7 0 9000 46% 33 33 +3 +3
7 1 9600 45% 33 33 +3 +3
7 2 10100 44% 33 33 +3 +3
7 3 10600 42% 33 33 +3 +3
7 4 11000 40% 33 33 +3 +3
7 5 11500 38% 33 33 +3 +3
8 0 11900 35% 38 38 +5 +5
8 1 12400 34% 38 38 +5 +5
8 2 12900 33% 38 38 +5 +5
8 3 13300 32% 38 38 +5 +5
8 4 13700 31% 38 38 +5 +5
8 5 14100 30% 38 38 +5 +5
8 6 14500 29% 38 38 +5 +5
8 7 14900 28% 38 38 +5 +5
8 8 15300 26% 38 38 +5 +5
8 9 15600 24% 38 38 +5 +5
8 10 15900 22% 38 38 +5 +5
FINAL FANTASY THE ROLEPLAYING GAME 276
CHAPTER GLOSSARY
Previous chapter glossaries recapped the most important concepts
introduced in that chapter for quick reference. As a change of pace,
this glossary also includes a number of common gaming terms that
you may encounter in your sessions. Some of these terms originated
with pen-and-paper roleplayers, while others are a product of online
gaming culture and have filtered back into the roleplayer vocabulary
over time.
Buff. Any effect that improves a characters abilities or power, as
with Status Conditions like Power Up.
Build. A premeditated design or template for a character, usually
developed around a specific set of Advantages, Attributes, and
Weapon.
Debuff. Any effect that reduces a characters abilities or power.
The Weaken Status Conditions are one example of this.
Dot. Derived from the acronym DOT Damage Over Time. Effects
such as Poison and Sap fall into this category.
Fudging. Ignoring the result of a roll and deciding what the
outcome should be, even if it is different from what the roll would
have normally produced. Generally done by the GM if the roll would
cause serious problems for the game at hand, though some will use
it to 'cheat' the players.
Grognard. Nickname for older, more conservative gamers who
tend to be deeply involved in their hobby.
House Rules. Tweaks and changes made to a basic RPG ruleset.
Key Item. Item significant to the plot or adventure.
Min-Maxing. The practice of juggling character Attributes, Skills
and equipment for maximum effectiveness in combat.
Monty Haul. Derisive nickname for adventures that exist allow
characters to acquire increasingly ludicrous levels of money and
overpowered equipment for relatively little effort.
Munchkin. Nickname for players preoccupied with finding ever
more elaborate means of boosting their characters power to
obscene levels. Munchkins may often take advantage of loopholes in
the rules to do this; for this reason, the most effective munchkins will
also be relentless Rules Lawyers.
Nuke. To deal a large amount of damage in a single attack.
'Nukers' usually tend to be Mage Jobs.
Rules Lawyer. Nickname for players with an encyclopedic
knowledge of the rules and habit of arguing their minutiae at every
possible turn.
Spam. Repetitive use of a single attack over and over.
Tank. Job or character whose primary role in a battle is to fight on
the frontline and absorb the bulk of the damage dealt. This role is
usually filled by Warrior Jobs.
TPK. Acronym for Total Party Kill a disastrous event in which
every PC dies.
Wainscotting. Over-describing trivial environmental details like
wallpaper.
FINAL FANTASY THE ROLEPLAYING GAME 277
AI
_________
SKILL SUPPLEMENT
K\X4eb !2B
I don't give a rat's ass whether it's
science or magical power. No, I
guess if I had to choose, I'd rather
put my money on the power of
science.
Cid Highwind
FINAL FANTASY VII
This Appendix acts as an extension to Chapter 5, explaining the uses
and utilities of various Technical Skills. However, the bulk of the
material presented here discusses how characters can make things:
devices, weapons, potions, furniture, clothing, and everything in
between.
THE BASICS OF TECHNICAL SKILLS
Though each kind of crafting has its own peculiarities, all crafted
items follow the same fundamental set of rules. These rules are:
Time
Many kinds of crafting require a certain time investment
characters aren't going to be forging swords and armor in a fifteen-
minute break. To reflect this, major projects require players to spend
a certain number of Workshop Hours into completing them. A
Workshop Hour represents one hour of uninterrupted work in a
space that has all the materials and equipment needed for the
crafter to do his work. For an artist, this would be an atelier, while an
alchemist would need a cauldron and associated glasswares and
metalworkers a forge or fully-equipped smithy.
A whole day devoted to nothing but crafting will net a character
between 8 to 10 Workshop Hours, depending on how long the space
takes to set up and clean up before and after work. If the character
cannot get access to the space and equipment they need, they will
receive no Workshop Hours, even if they have the free time to craft.
In general, this means that characters can only craft in villages or
towns, though they may encounter abandoned workshops on their
travels that can be converted to fit their needs.
Workshop Hours in a space can be divided between several
projects if the player chooses. A metalworker may, for instance, put
5 of the 7 Workshop Hours they have in a given day towards forging
a Sword and the remaining 2 into making a Helmet. However, this is
only possible if all projects fall under the same Skill Specialization
otherwise, the available WHs are reduced according to the amount
of time it takes to clean up one space and move on to the next.
Depending on the circumstances, a character who wanted to put
some of his time into making a Robe or Hat in addition to the Sword
might see the number of available WHs might drop from 7 to 5, with
2 WHs lost to cleanup, preparation, and transit time.
Note that characters are not required to put in all of the Workshop
Hours required to finish a project in just one sitting. It is perfectly
feasible to split those Hours over however many sessions the
character needs to wrap up their work. However, each time they
begin a new session, they must prepare the space anew, eating into
their available Hours accordingly.
GROUPWORK AND TECHNICAL SKILLS
Players can also reduce the amount of time needed to finish a
project by giving some of the work to apprentices or assistants. If
they have the relevant Crafting* Skill, assistants can contribute
Workshop Hours towards the project's requirements as normal.
However, doing so requires them to make a successful Task Check
beforehand. In this case, the Conditional Modifier depends on how
much of the actual workload the assistants are shouldering:
Conditional MODIFIERS
Assistants contributing less than 10% of total WH: +60
Assistants contributing up to 25% of total WH: +40
Assistants contributing up to 50% of total WH: 0
Assistants contributing up to 75% of total WH: -40
If the Task Check succeeds, all of the assistants' Workshop Hours
count toward the project's total requirement. If the Check fails, only
50% of those Workshop Hours count towards the total. A Botch
means that none of the assistants' Workshop Hours count towards
the total. Critical Successes have no additional effect. Note that
regardless of the outcome, assistants cannot contribute more than
75% of the total Workshop Hours needed to complete a project.
Materials
The majority of crafting projects also require raw materials to carry
out. Craft Points track how many resources the project consumes
the larger the number, the more resource-intensive the project. If
characters do not have enough Basic, Special, or Alchemical
Materials in their Inventories to cover the project's needs, they need
to obtain them before they can start working. These raw materials,
called Craft Points, are described in Chapter 6.
FINAL FANTASY THE ROLEPLAYING GAME 278
DISSOLVING MATERIALS
An alternative to buying, questing, or scavenging materials is to
obtain them from breaking down existing items. Dissolving allows a
character to reduce Weapons and Armor in their Inventory to their
components, making it possible to create another piece of
equipment with the raw materials reclaimed. However, this can only
be attempted once once the player has opted to Dissolve a piece
of equipment, it will automatically be removed from his or her
Inventory.
Dissolving requires a number of Workshop Hours equal to 10% of
the total Craft Points in the piece, as well as a successful Task Check
against the relevant Crafting* Skill with the modifier given below.
Conditional MODIFIERS
Dissolving Tier 1 item: +40
Dissolving Tier 2 item: +30
Dissolving Tier 3 item: +20
Dissolving Tier 4 item: +10
Dissolving Tier 5 item: 0
Dissolving Tier 6 item: -10
Dissolving Tier 7 item: -20
Dissolving Tier 8 item: -30
By default, successfully dissolving a piece of equipment allows the
player to add 75% of the Craft Points spent on the basic piece of
equipment and 50% of the Craft Points spent on its Abilities to his
Inventory. If the Task Check fails, only 25% of the Craft Points spent
on the basic piece of equipment are recovered; any Craft Points
used to add Abilities are lost. A Botch destroys all Craft Points
contained in the item. Critical Successes have no additional effect.
Skill Test
Almost every major form of crafting requires a successful Task Check
to complete. While certain types of crafting bring their own
Conditional Modifiers to the table, there are certain conditions which
will affect all crafting attempts equally. Suggested modifiers for these
are:
CONDITIONAL MODIFIERS
Inadequate tools: -20
Inadequate workspace: -10
Attempting to finish in 25% of given time: -60
Attempting to finish in 50% of required time: -40
Attempting to finish in 150% of given time: +10
Attempting to finish in 200% of given time: +20
If the Task Check is passed, the item is crafted without a problem. If
it fails, something has gone wrong. At this stage, the player must
decide whether to abandon the project or attempt to salvage it.
Salvaging a project is treated as a crafting project in its own right,
with the same modifiers and time requirements as the failed project
but only 50% of the Craft Points originally required. The character
may continue retrying if the second attempt fails, but must expend
time and materials for each subsequent attempt. A Botch destroys
the project completely; if the character wishes to try again, they will
have to start from the beginning.
INVENT
Inventions are quirky devices custom-built to fulfill a very particular
function. Even if two Engineers create Inventions for the very same
purpose, chances are that the resulting devices are radically
different in form and execution. In the FFRPG, Inventions are
effectively an Ability Set that Engineers can design on the fly,
creating new powers as situations demand.
Because Inventions are uniquely attuned to their creators, they
may only be used by the Engineer who originally created them.
However, an Engineer does have the option of breaking down
another Engineers Invention into its component Parts and reusing
these in an Invention of his own devising.
Time
Though experienced Engineers usually maintain a workshop, many
Inventions are built and refined on the fly. As long as an Engineer
has access to his tools and materials relatively uninterrupted, he can
create Inventions without the need to invest Workshop Hours;
instead, the new Invention will be ready for use at the beginning of
the following Scene.
Materials
Instead of using Basic and Special Materials, Inventions are created
by putting together a series of Parts, each with its own distinctive
effect. A basic Invention has a set of Effect Parts divided into
Damage Parts and Status Parts, depending on what the Invention
does a Targeting Part that determines what the Invention affects,
and a Trigger Part that determines the effects chance of success.
More complex Inventions may also add Special Parts that adjust or
enhance the basic effects of an Invention in a significant manner.
The Parts given in this Appendix are left vague in terms of form,
but have clearly-defined functions. This is intentional, and allows
players and GMs a free hand in deciding just what Parts and
Inventions look like in their games. The conventional view of Parts as
gears and mechanical bits assembled by a scientific genius works
quite well, but an oddball 'Engineer' character might use a somewhat
more unusual type of Part, such as small bioengineered lifeforms.
However, most Inventions can only mount a limited number of
Parts, based on the overall sophistication of the device. In FFRPG
terms, this is expressed by letting the Engineers player pick an
Invention Level for the device at the time of creation, ranging from 1
to 10. An Invention accommodates 10 + (5 x Invention Level) 'slots'
worth of Parts; how many slots a Part takes up depends on its
overall power and sophistication. Every Invention must have one
Targeting and Trigger Part; any Slots left over after these two have
been installed can be used on other Parts of the Engineers
FINAL FANTASY THE ROLEPLAYING GAME 279
choosing.
Almost all Parts listed below have a price and Availability Rating,
and must be bought or acquired through adventuring before they
can be incorporated into an Invention.
Targeting Parts
Every Invention has one Targeting Part no more, no less.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
Self 1 0 --- 100% Invention becomes Target: Self
Single 1 1 10 95% Invention becomes Target: Single
Random 1 1 10 95% Invention targets random opponent;
random ally for Positive Status effects
Group 1 6 100 95% Invention becomes Target: Group
Unfocused 3 4 200 80% Invention becomes Target: All
Trigger Parts
Like Target Parts, each Invention only ever mounts a single Trigger Part.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
Tool ACC 1 3 50 95% Invention CoS is Expertise, Evasion
Can only be used with Negative Status Parts
ACC 1 4 100 95% Invention CoS is Accuracy, Evasion
Can only be used with Damage Parts
Touch 1 1 25 95% Invention CoS is flat 30%
Can only be used with Negative Status Parts
Strike 6 7 1250 50% Invention CoS is flat 60%
Can only be used with Negative Status Parts
Slam 9 13 --- Artifact Invention CoS is flat 90%
Can only be used with Negative Status Parts
Auto-Hit 1 4 50 95% Will always succeed
Can only be used with Positive Status Parts
Damage Parts
For Inventions capable of dealing damage, Damage Parts determine how both what kind of damage they inflict, and how much of it. A Damage effect
is created by combining one or more Damage Scale Parts together with an Attribute Base Part and, if desired, Added Effect Parts. The resulting
Invention deals damage like an attack, but cannot land Critical Hits unless specifically enabled to do so by the Engineer.
DAMAGE SCALE PARTS
Damage Scale Parts determine an Inventions Damage Scale. Damage Scale parts may be taken multiple times to enhance an Invention's overall
effectiveness.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
Damage 1 3 100 95% +1 DS
Damage+ 2 4 300 85% +2 DS
Damage++ 5 5 750 60% +3 DS
Max Damage 9 6 --- Artifact +5 DS
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ATTRIBUTE BASE PART
Attribute Base Parts determine what Attribute is used to do damage, and in turn help determine the actual form of the Invention.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
Base: AGI 1 1 50 95% Invention damage is (DS x AGI) and resisted by ARM
Base: MAG 1 1 100 95% Invention damage is (DS x MAG) and resisted by MARM
Base: STR 1 0 10 95% Invention damage is (DS x STR) and resisted by ARM
ADDED EFFECT PARTS
Added Effect Parts are effectively Equipment Abilities for Inventions, giving them additional capabilities.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
Ranged 1 1 50 95% Inventions attack is Ranged
Critical Strike 5 1 1000 65% Invention can land Critical Hits
Critical+ 7 2 3000 40% As per Equipment Ability of the same name
Critical++ 9 3 --- Artifact As per Equipment Ability of the same name
Elemental Affinity 1 1 50 95% Invention deals Elemental damage
Must be combined with Element Part
HP Drain 7 13 3000 45% As per Equipment Ability of the same name
HP Siphon 3 5 1000 80% Attacks restore Hit Points by 25% of damage dealt
MP Damage 2 5 500 85% As per Equipment Ability of the same name
Piercing 5 3 2000 60% As per Equipment Ability of the same name
Melting 9 5 --- Artifact Attacks with Invention ignore all ARM or M. ARM
Power Strike 10 10 --- Unique Damage increased by +50%.
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Status Parts
Status Parts add both positive and negative Status Conditions to targets. Almost all Status Parts must be combined with Duration Parts to function,
though some Conditions have fixed durations; if so, this will be noted in the Parts description. All Status Parts CoS is determined by the Trigger Part
they are attached to.
POSITIVE STATUS PARTS
Positive Status Parts bestow various beneficial Status Conditions, and must be paired with an Auto-Hit Trigger Part to function.
TYPE TIER SLOTS COST AVAILABILITY NOTES
Aura 9 20 --- Artifact Must be combined with Duration Part
Float 1 6 50 95% Must be combined with Duration Part
Haste 10 30 --- Unique Must be combined with Duration Part
Protect 3 13 1000 80% Must be combined with Duration Part
Reflect 8 19 5000 35% Must be combined with Duration Part
Shell 3 13 1000 80% Must be combined with Duration Part
Vanish 9 25 --- Artifact Must be combined with Duration Part
Wall 10 29 --- Unique Must be combined with Duration Part
Element Resist 2 11 500 90% Must be combined with Duration Part
Must be combined with Element Part
Element Immune 5 21 2000 60% Must be combined with Duration Part
Must be combined with Element Part
Element Absorb 9 31 --- Artifact Must be combined with Duration Part
Must be combined with Element Part
Element Enhancer 7 19 3000 45% Must be combined with Duration Part
Must be combined with Element Part
Status Immune: Fatal 9 26 --- Artifact Must be combined with Duration Part
Status Immune: Mystify 9 22 --- Artifact Must be combined with Duration Part
Status Immune: Seal 9 24 --- Artifact Must be combined with Duration Part
Status Immune: Time 9 24 --- Artifact Must be combined with Duration Part
Status Immune: Toxin 9 21 --- Artifact Must be combined with Duration Part
Status Immune: Transform 9 23 --- Artifact Must be combined with Duration Part
Status Immune: Weak 9 25 --- Artifact Must be combined with Duration Part
Agility Up 1 6 50 95% Must be combined with Duration Part
Armor Up 2 13 750 85% Must be combined with Duration Part
Magic Up 5 19 3000 60% Must be combined with Duration Part
Mental Up 2 13 750 85% Must be combined with Duration Part
Power Up 5 19 3000 60% Must be combined with Duration Part
Spirit Up 1 6 50 95% Must be combined with Duration Part
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NEGATIVE STATUS PARTS
Negative Status Parts inflict negative Status Conditions on a target, and must be paired with a Touch, Strike, Knock, or Tool ACC Trigger Part to
function.
TYPE TIER SLOTS COST AVAILABILITY NOTES
Zombie 5 21 1250 60% Duration ()
Condemned 7 23 3000 45% Duration (4)
Death 10 36 --- Unique ----
Eject 6 20 1750 50% ----
Frozen 9 27 --- Artifact Must be combined with Duration Part
Heat 9 27 --- Artifact Must be combined with Duration Part
Berserk 2 13 1000 85% Must be combined with Duration Part
Charm 9 25 --- Artifact Must be combined with Duration Part
Confuse 4 13 1000 75% Must be combined with Duration Part
Poison 5 9 100 60% Duration ()
Venom 7 21 4000 40% Must be combined with Duration Part
Blind 1 6 50 95% Must be combined with Duration Part
Curse 3 13 1000 80% Must be combined with Duration Part
Petrify 6 21 3000 50% Duration (4)
Silence 2 13 1000 85% Must be combined with Duration Part
Sleep 1 6 200 95% Must be combined with Duration Part
Stone 5 33 2000 60% Duration ()
Disable 2 13 1000 85% Must be combined with Duration Part
Immobilize 2 6 200 90% Must be combined with Duration Part
Slow 2 6 50 90% Must be combined with Duration Part
Stop 8 19 5000 30% Must be combined with Duration Part
Sap 6 21 3000 50% Must be combined with Duration Part
Mini 8 19 5000 30% Must be combined with Duration Part
Toad 8 19 5000 30% Must be combined with Duration Part
Agility Down 1 6 50 95% Must be combined with Duration Part
Agility Break 5 13 2000 60% Must be combined with Duration Part
Armor Down 3 13 1000 80% Must be combined with Duration Part
Armor Break 7 19 2500 45% Must be combined with Duration Part
Element Weakness 6 15 1500 50% Must be combined with Duration Part
Must be combined with Element Part
Magic Down 4 13 1000 75% Must be combined with Duration Part
Magic Break 7 19 5000 40% Must be combined with Duration Part
Meltdown 9 25 --- Artifact Must be combined with Duration Part
Mental Down 3 13 1000 80% Must be combined with Duration Part
Mental Break 7 19 2500 45% Must be combined with Duration Part
Power Down 4 13 1000 75% Must be combined with Duration Part
Power Break 7 19 5000 40% Must be combined with Duration Part
Spirit Down 1 6 50 95% Must be combined with Duration Part
Spirit Break 5 13 2000 60% Must be combined with Duration Part
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DURATION PARTS
Duration Parts must be taken in conjunction with a Positive or Negative Status Part, and determine how long Status Conditions added by the
Invention last.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
Duration (2) 1 0 10 95% ---
Duration (4) 2 3 100 85% ---
Duration (6) 5 7 1000 60% ---
Duration () 9 12 --- Artifact ---
Special Parts
Special Parts are 'wild cards' that increase the flexibility and utility of Inventions. These are typically rare, and generally only available to higher-level
Engineers. Some Special parts allow for additional Effect Parts to be added to an Invention; any Parts added in this manner are subject to the
normal Slot restrictions.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
Mystical 3 0 50 80% Replace EVA with M. EVA in one Trigger Part
Dual Effect 2 0 250 85% See notes below
Triple Effect 7 0 1500 40% See notes below
Twin Effect 4 0 1000 75% See notes below
Triune Effect 9 0 --- Artifact See notes below
Dual Defect 4 1 250 70% See notes below
Triple Defect 8 2 750 30% See notes below
SpeciaL RulES
Dual Effect: The Invention can mount up to two types of Effect Part, or two separate Damage or Status effects. The Engineer must choose
which of the two effects he uses every time the Invention is used during the course of play.
Triple Effect: The Invention can mount up to three types of Effect Part, or three separate Damage or Status effects. The Engineer must
choose which of the three effects he uses every time the Invention is used during the course of play.
Twin Effect: The Invention can mount two separate Status or Damage effects. Both effects are applied every time the Invention is used.
However, each effect requires its own Triggering Part to function.
Triune Effect: The Invention can mount three separate Status or Damage effects. All effects are applied every time the Invention is used.
However, each effect requires its own Triggering Part to function.
Dual Defect: The Invention can have up to two Defects. The Engineer must choose which of the Defects applies every time the Invention is
used during the course of play.
Triple Defect: The Invention can have up to three Defects. The Engineer must choose which of the Defects applies every time the Invention
is used during the course of play.
FINAL FANTASY THE ROLEPLAYING GAME 284
Element Parts
Element Parts are paired with Parts whose effects are specific to one or more Elements. An Invention effect may only ever have one Element Part
assigned to it.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
Any Element 9 10 --- Artifact See notes below.
Bio 1 1 10 95% Effect is Bio Elemental
Earth 1 1 10 95% Effect is Earth Elemental
Fire 1 1 10 95% Effect is Fire Elemental
Holy 1 1 10 95% Effect is Holy Elemental
Ice 1 1 10 95% Effect is Ice Elemental
Lightning 1 1 10 95% Effect is Lightning Elemental
Random Element 2 1 50 80% See notes below
Shadow 1 1 10 95% Effect is Shadow Elemental
Triple Element 5 1 150 60% See notes below
Water 1 1 10 95% Effect is Water Elemental
Wind 1 1 10 95% Effect is Wind Elemental
SpeciaL RulES
Any Element: The Engineer decides which Element to apply to the Inventions effects every time the Invention is used.
Triple Element: This Part allows the Engineer to add three separate Elements to an Invention. Decide what three Elements the Triple
Element Part contains when first installing it in the Invention. The Engineer then decides which of the three Elements to apply to the
Inventions effects every time the Invention is used.
Random Element: The Inventions effects apply to a random Element every time it is used. Roll a d10 and consult the table below to find
out what Element is in effect for this particular use:
Roll Element
1 Holy
2 Lightning
3 Earth
4 Fire
5 Ice
6 Wind
7 Water
8 Shadow
9 Bio
10 Re-roll
Defects
Inventions are typically one-of-a-kind examples of bleeding-edge
science, and are never entirely free of problems. To complete the
Invention, choose one Defect from the following list:
Backfire
Effect: Roll a d% every time the Invention is used. On a roll of 10 or
lower, the Invention has backfired. Damage and Negative Status
Parts target the Engineer in the case of a Target: Single effect
or the Party if the effect is Target: Group. For Positive Status Effects,
the reverse applies; Target: Self will simply apply the Inventions
effects to one random opponent. Cannot be taken in conjunction with
an Unfocused Part.
Delay
Effect: The system is sluggish, and takes a bit of time to warm up
when used. The Invention gains a CT of 2 per Invention Level; a
Level 5 Invention with this Defect would have CT of 10.
Surge
Effect: The system is prone to overloading in combat, damaging
other devices on the Engineers person. Every time the Invention is
used, roll a d% and consult the table on the next page. If the roll is
less than or equal to the CoS given for the Inventions Level, the
Invention has surged, inflicting Curse (4) on the Engineer; resolve
the effects of the Invention before applying Curse. This Status
cannot be blocked by effects that would normally provide Immunity
to Seal-type Status Conditions or Curse, but can be cured in the
usual fashion.
FINAL FANTASY THE ROLEPLAYING GAME 285
Invention Level Chance of Surge
1 - 2 20%
3 - 4 25%
5 - 6 30%
7 - 8 35%
9 - 10 40%
Temperamental
Effect: The Invention requires a delicate hand to operate, and has a
tendency to malfunction or fail at inopportune moments. Every time
the Invention is used, roll a d% and consult the table below. If the
roll is less than or equal to the CoS given for the Inventions Level,
the Invention has malfunctioned, and the Action is wasted.
Invention Level Chance of Failure
1 - 2 30%
3 - 4 35%
5 - 6 40%
7 - 8 45%
9 - 10 50%
Upkeep
Effect: The Invention needs a regular supply of ammunition or
replacement parts in order to remain usable. In game terms, the
Engineer must spend a certain amount of Gil for each use of the
Invention, depending on its Level.
Invention Level Upkeep Cost
1 5 G
2 20 G
3 40 G
4 75 G
5 150 G
6 250 G
7 400 G
8 600 G
9 800 G
10 1000 G
GADGETS
Characters who have mastered the art of invention don't waste their
time acquiring other skills they simply build devices to do the tasks
they can't. In the FFRPG, such devices are known as Gadgets, and
act as 'skills in a can' in other words, they give their creators a
Skill Rating in a Skill they would not normally have, including Weapon
Skills. This artificial Skill Rating is used in Task Checks in the same
manner as a normal Skill would be. In the event that the character
possesses both the Skill and a Gadget for said skill, they will use
whichever rating is higher.
A Gadget can be used by any player, no matter who originally
created it. Improper use of a Gadget can also be dangerous: a
Botch will leave a Gadget Damaged, and only working at (Skill
Rating/2). A second Botch will leave a Gadget Broken and unusable
until fixed with the Repair Skill.
To create a Gadget, the player must decide which Skill the Gadget
simulates, and at what level. Gadgets can confer Skill Ratings of 20,
40, 60, and 80, with each subsequent increase in Skill Rating
becoming more expensive and difficult to build. Once this has been
decided, the Gadget is assembled as a standard crafting project
using Basic Materials.
Table AI-1: Gadgets
RATING TIER POINTS HOURS MODIFIER
20 2 12 6 -10
40 4 28 12 -20
60 5 40 18 -30
80 7 22 28 -40
SAMPLE GADGETS
The following are examples of Gadgets characters might create with
the Invent Skill.
Automap
An electronic map capable of being continuously updated with new
geographical information as its bearer moves around the immediate
area. The Automap gives the Engineer Navigation at a Rating of 40.
Grapple Gun
A pistol-style device containing an armor-piercing projectile attached
to high-tension steel cable and a powerful winch. The user simply
fires the gun at a flat surface to anchor the cable, then engages the
winch to ascend. This effectively gives the Engineer Climbing at a
Rating of 60.
Voicebox
This sophisticated electronic recording device captures a subject's
voice, then stores it for future reference. When another person uses
the voicebox, they can recall the stored information, allowing the
device to to change their voice into an exact replica of the recorded
person's. The Voicebox gives the Engineer Acting at a Rating of 80.
REPAIR
Equipment can suffer a great deal of wear and tear during the
course of an adventure. For this reason, characters with the Repair
Skill may need use their talents to fix items which have been
damaged or broken in the line of duty.
To properly repair an item, a character must devote both money
and Workshop Hours to it. The money pays for the materials and
tools needed to do the job, and varies depending on both the
severity of the damage and the sophistication of the item under
consideration. After the money has been paid, the character makes
a Task Check against their Repair Skill with appropriate modifiers to
see if the item is salvaged.
Depending on how bad the damage is, success and failure can
have different consequences. Assuming the item isn't utterly
destroyed, the character can try again as many times as they'd like,
FINAL FANTASY THE ROLEPLAYING GAME 286
though each subsequent repair attempt requires a fresh investment
of time and money. Note that characters with an appropriate
Crafting* Skill can substitute it for Repair when making Task Checks.
Damaged Items
Equipment that is subjected to great stress in or out of combat may
become Damaged. Until it is repaired, Damaged equipment loses any
Equipment Abilities it would otherwise confer. Each attempt to repair
Damaged equipment has a Gil cost equal to 10% of the original cost
of the piece being repaired. A success or Critical Success means the
item has been repaired, canceling out Damaged. A failure means the
item remains Damaged, while a Botch means that the item has been
Broken during the repair attempt.
Table AI-2: Damaged Items
ITEM TIER CONDITIONAL MODIFIER HOURS
1 +80 1
2 +60 2
3 +40 4
4 +20 4
5 0 6
6 -20 6
7 -40 8
8 -60 8
Broken Items
In some cases, equipment may be broken in the line of duty. Broken
items are effectively useless, and cannot be equipped until they have
been repaired. Each attempt to repair Broken equipment has a Gil
cost equal to 25% of the original cost of the piece being repaired. A
success or Critical Success means the item has been repaired,
canceling out Broken. A failure means the item remains Broken,
while a Botch means that the next repair attempt will cost 50%
rather than 25% of the item's original cost.
Table AI-3: Broken Items
ITEM TIER CONDITIONAL MODIFIER HOURS
1 +60 2
2 +40 4
3 +20 6
4 0 6
5 -20 8
6 -40 8
7 -60 12
8 -80 14
Everyday Repairs
Repairing things other than equipment normally does not require a
Gil investment, but does take time and a successful Task Check with
appropriate Conditional Modifiers. Some suggested modifiers have
been given below.
CONDITIONAL MODIFIERS
Repairing minor damage to simple object: +80
Repairing average damage to simple object: +40
Repairing minor damage to complex object: +20
Repairing serious damage to simple object: 0
Repairing average damage to complex object: 0
Repairing catastrophic damage to simple object: -20
Repairing serious damage to complex object: -20
Repairing catastrophic damage to complex object: -40
CRAFTING WEAPONS AND ARMOR
Characters with the Crafting* Skill have the ability to fashion battle-
ready Weapons and Armor from a wide variety of raw materials.
Project Basics
The first step in crafting a Weapon or piece of Armor is to decide
what is being crafted in other words, the Weapon or Armor type
and Tier. Characters can craft equipment of up to Tier 8; Tier 9 and
10 are reserved for treasures encountered during the course of
play, representing a level of craftsmanship ordinary characters
cannot match. As type and Tier affect both the price and the
complexity of the project, higher-Tier equipment is best tackled by
more experienced characters.
Cost and Materials
The next step is to determine how much it costs and how rare the
materials involved will be. Prices and Availability for Craft Points can
be found in Chapter 6. The number of Craft Points required will be
determined by the exact nature of the item, while the Tier of the
material required is equal to the Tier of the final Weapon or Armor.
FINAL FANTASY THE ROLEPLAYING GAME 287
Table AI-4: Item Skills and Craft Points
ITEM SKILL USED CRAFT POINTS
Armwear Tinkering 9
Axe Weaponsmithing 21
Boomerang Carpentry 11
Bow Carpentry 19
Claws Tinkering 16
Crossbow Tinkering 16
Flail Tinkering 18
Gauntlets Armorsmithing 9
Generic d6 Weapon Weaponsmithing 11
Generic d8 Weapon Weaponsmithing 15
Generic d10 Weapon Weaponsmithing 18
Generic d12 Weapon Weaponsmithing 21
Gloves Tailoring 11
Greatsword Weaponsmithing 21
Hat Tailoring 12
Helmet Armorsmithing 11
Instrument Varies 16
Katana Weaponsmithing 18
Knife Weaponsmithing 11
Light Sword Weaponsmithing 16
Mail Armorsmithing 17
Ninja Blade Weaponsmithing 15
Polearm Weaponsmithing 21
Rifle Tinkering 23
Robe Tailoring 15
Rod Carpentry 11
Shield Armorsmithing 12
Staff Carpentry 15
Suit Tailoring 15
Swallow Weaponsmithing 18
Time
Crafting an item takes 8 Workshop Hours of planning and
preparation plus (0.25 x Tier) Workshop Hours for each Craft Point
of Material involved in the project. A Tier 5 Shield, for example,
would take (0.25 x 5 x 12) + 8, or 23 Workshop Hours to fully
complete.
Adding Equipment Abilities
Adding Equipment Abilities to a piece of equipment requires a
certain Tier of Special Materials, as well as 2 Workshop Hours of
preparation time, plus (0.10 x Tier) Workshop Hours for each Craft
Point of Material involved in the project. The preparation
requirement can be waived if the character has already made
preparations for a Weaponsmithing or Armorsmithing project.
Some Equipment Abilities may only be added to Weapons or
Armor; some may be added to both. The final column in the table
shows which Abilities can be added to which equipment. No piece of
equipment may have more than one ability.
Table AI-5: Equipment Abilities
ABILITY TIER CRAFT POINTS ADD TO
[Element] Eater 8 40 Armor
[Element] Enhancer 4 30 Either
[Element] Proof 5 20 Armor
[Element] Strike 1 10 Weapon
[Element] Ward 1 10 Armor
[Enemy Type] Killer 4 20 Weapon
+10% HP 5 10 Armor
+10% MP 6 20 Armor
+1 [Attribute] 1 10 Either
+2 [Attribute] 6 20 Either
+5 Evade 1 10 Either
+5 M. Evade 1 10 Either
+10 Accuracy 1 10 Either
+10 Dexterity 2 20 Either
+10 Evade 4 10 Either
+10 Expertise 1 10 Either
+10 M. Accuracy 1 10 Either
+10 M. Evade 4 10 Either
+10 Mind 2 20 Either
+15 Evade 7 20 Either
+15 M. Evade 7 20 Either
+20 Accuracy 5 10 Either
+20 Dexterity 6 30 Either
+20 Expertise 5 10 Either
+20 M. Accuracy 5 10 Either
+20 Mind 6 30 Either
+30 Accuracy 7 20 Either
+30 Expertise 7 20 Either
+30 M. Accuracy 6 20 Either
Auto-Float 4 20 Armor
Auto-Reflect 5 20 Either
Auto-Regen 8 40 Armor
Berserk Proof 2 20 Armor
Berserk Strike 6 30 Weapon
Berserk Touch 3 20 Weapon
Blind Proof 1 10 Armor
Blind Strike 6 20 Weapon
Blind Touch 1 10 Weapon
Charm Proof 8 40 Armor
Confusion Proof 6 30 Armor
Confusion Touch 5 20 Weapon
Critical+ 7 20 Weapon
Curse Proof 5 30 Armor
Death Touch 7 40 Weapon
Disable Proof 3 20 Armor
Disable Strike 8 30 Weapon
Disable Touch 6 20 Weapon
Headhunter 1 20 Either
HP Drain 4 30 Weapon
Immobilize Proof 1 10 Armor
Immobilize Strike 6 20 Weapon
Immobilize Touch 3 10 Weapon
Mini Proof 7 20 Armor
MP Damage 3 10 Weapon
FINAL FANTASY THE ROLEPLAYING GAME 288
Table AI-5: Equipment Abilities
ABILITY TIER CRAFT POINTS ADD TO
MP Drain 6 20 Weapon
Piercing 5 20 Weapon
Poison Proof 1 10 Armor
Poison Strike 6 20 Weapon
Poison Touch 1 10 Weapon
Sensor 1 10 Weapon
Silence Proof 1 20 Armor
Silence Strike 6 20 Weapon
Silence Touch 1 10 Weapon
Sleep Proof 2 10 Armor
Sleep Strike 6 20 Weapon
Sleep Touch 1 10 Weapon
Slow Proof 1 20 Armor
Slow Strike 8 20 Weapon
Slow Touch 2 10 Weapon
SOS-Agility Up 3 20 Armor
SOS-Armor Up 5 20 Armor
SOS-Berserk 3 10 Armor
SOS-Haste 6 30 Armor
SOS-Magic Up 7 20 Armor
SOS-Mental Up 5 20 Armor
SOS-Power Up 7 20 Armor
SOS-Protect 5 20 Armor
SOS-Reflect 2 10 Armor
SOS-Reraise 5 40 Armor
SOS-Shell 5 20 Armor
SOS-Spirit Up 3 20 Armor
Stone Touch 5 40 Weapon
Stop Proof 8 30 Armor
Toad Proof 7 20 Armor
Zombie Proof 4 20 Armor
Zombie Touch 4 20 Weapon
Skill Test
To complete the crafting process, the character must make a
successful Task Check against their relevant Skill, given in Table AI-5
above. The basic modifiers for this roll are determined by the
project's Tier, though the GM may add further modifiers from the list
presented at the beginning of this Appendix if the situation warrants
it.
Conditional MODIFIERS
Crafting Tier 1 item: +40
Crafting Tier 2 item: +30
Crafting Tier 3 item: +20
Crafting Tier 4 item: +10
Crafting Tier 5 item: 0
Crafting Tier 6 item: -10
Crafting Tier 7 item: -20
Crafting Tier 8 item: -30
Should the crafter pass the Task Check, the item has been crafted
without a problem. If they fail, however, something has gone wrong,
requiring them to invest more time and effort into the crafting
process. if they want to salvage the project, they must pass
another Task Check with the same modifiers. Doing so requires
additional time and expense 50% of the total cost and time initially
expended on the project. The character may continue retrying if the
second attempt fails, but must expend the same amount of time and
money for each subsequent attempt. A Botch destroys the project
completely; if the character wishes to try again, they will have to
start from the beginning.
Splitting Equipment Abilities
Equipment Abilities can also be removed from an item, allowing
players to transfer them to other equipment or replace them with
new Equipment Abilities. However, this can only be attempted once
once the player has opted to Split an Equipment Ability, it will be
permanently removed from the item in question.
Splitting requires 2 Workshop Hours of preparation time, plus
(0.10 x Tier) Workshop Hours for each Craft Point of Material
involved in the project. The preparation requirement can be waived
if the character has already made preparations for a
Weaponsmithing or Armorsmithing project.
It also requires a successful Task Check against the relevant
Crafting* Skill with the modifier given below.
Conditional MODIFIERS
Splitting Tier 1 Ability: +40
Splitting Tier 2 Ability: +30
Splitting Tier 3 Ability: +20
Splitting Tier 4 Ability: +10
Splitting Tier 5 Ability: 0
Splitting Tier 6 Ability: -10
Splitting Tier 7 Ability: -20
Splitting Tier 8 Ability: -30
By default, successfully splitting an Equipment Ability allows the
player to add 75% of the Craft Points spent on the Ability in
question to his Inventory. If the Task Check fails, only 25% of the
Craft Points spent on the Ability are recovered. A Botch simply
destroys the Ability no Craft Points are recovered. Critical
Successes have no additional effect.
PRACTICAL CRAFTING
Crafting is not necessarily restricted to grinding out weapons and
armor. If they wish, characters with a Craft Skill can also use their
talents to make a range of smaller, more mundane items; these
cannot have combat applications, but can be used for any number of
other purposes. Regardless of the Crafting specialization being
used, the process always follows these same three steps:
FINAL FANTASY THE ROLEPLAYING GAME 289
Materials
To determine the project's basic cost, the player and GM begin by
choosing the Tier that best reflects the material the bulk of the
project will be made of. A brass pot or a frying pan of iron, for
instance, will be made almost entirely of Tier 1 material, while a gold
pendant inlaid with precious jewels is composed of materials
averaging Tier 6. For purposes of calculating costs, all practical
crafting is assumed to use only Basic Materials.
Size
Next, the GM assigns a Size Grade of 1 to 10 to the project. This is
an abstract number designed to measure its rough physical scale,
and determines the number of Craft Points and Workshop Hours will
be required to finish it. Use the table below to find the most
appropriate Size Grade.
Table AI-6: Project Size
SIZE GRADE CRAFT POINTS WORKSHOP HOURS
1 - 1 to 5cm 1 3
2 - 10 to 20cm 2 6
3 - 25 to 40cm 5 10
4 - 50 to 70cm 10 20
5 - 80cm to 1m 20 40
6 - 1.2 to 2m 40 80
7 - 2.5 to 4m 80 130
8 - 6 to 8m 160 240
9 - 10 to 12m 300 480
10 - Up to 15m 650 1000
Projects of a Size Grade larger than 10 are beyond the abilities of a
single artisan. In the unlikely event that players will want to tackle
work on this scale, they will be overseeing a larger construction
team that will take care of the actual handiwork.
Complexity
Finally, the GM assigns a Complexity Grade from 1 to 10. This
abstract number measures the intricacy of the project, and
determines how much additional time and skill is required to finish
the project. This is particularly important for more complex
undertakings: a crude wooden container and a music box, despite
being on the same scale and requiring nearly the same quantities of
wood, are nonetheless worlds apart in terms of the craftsmanship
involved.
Use the table below to determine the most appropriate Complexity
Grade for the project:
Table AI-7: Project Complexity
COMPLEXITY TIME MODIFIER CoS
1 - Featureless 0.25 +60
2 - Crude Decorations 0.5 +40
3 - Basic Moving Parts 1 +30
4 - Modest Decorations 1.25 +20
5 - Modest Mechanism 1.50 +10
6 - Intricate Decorations 2 0
7 - Intricate Mechanism 2.50 -10
8 - Masterful Decorations 3 -20
9 - Masterful Mechanism 4 -30
10 - Unparalleled 5 -40
Time
Once Size and Complexity are set, find the project's total time
requirement in Workshop Hours by multiplying the Workshop Hours
given for the project's Size Grade by the time modifier for its
Complexity Grade. For instance, a Size 5, Complexity 4 project would
require (40 x 1. 25), or 50 Workshop Hours.
Skill Test
As always, the final step is to make the Task Check for the crafting
process. The basic Conditional Modifier for this roll is based on the
project's Complexity, but additional modifiers can be levied if the GM
feels it necessary. The consequences for failing and Botching the
Crafting* roll are as standard.
Selling Crafted Items
Because it has no direct mechanical benefits, characters are most
likely to engage in practical crafting in order to create sellable items.
By default, items sell for 120% of the Gil originally spent crafting
them. Additional Gil sunk into the project as a result of failed
Crafting* rolls does not increase an item's value.
MASTERPIECES
During practical crafting, a Critical Success on a Crafting* roll creates
an item of unusual merit, called a masterpiece for short. By default,
masterpieces sell for 150% of an items original value.
ARTISTIC MERIT
Characters with the Art Skill can increase the sellable value of an
object by giving it artistic merit. Doing so requires the character to
pass a Task Check with a Conditional Modifier determined by how
much the character wants to increase the value of the object by:
Value Increase Conditional Modifier
+10% +20
+25% 0
+50% -20
FINAL FANTASY THE ROLEPLAYING GAME 290
In the event of a failure, the items value is decreased rather than
increased by the given percentage. A Botch destroys the object as
usual. Value modifiers for artistic merit stack with the value increase
for masterpieces, for better or for worse.
Tools
Characters with a Crafting* Skill can also use those talents to create
implements for certain Skills, such as climbing hooks, skinning
knives, mattocks, lockpicks, cooking pots, or splints. Such items are
collectively known as Tools, and come in two varieties:
Standard Tools are simply basic tools of the trade enough to get
the job done, but nothing spectacular. Having Standard Tools for a
Skill negates any penalties that a character might face for lacking
proper equipment.
Exceptional Tools are of a high enough quality that they actually
increase the user's proficiency. When using Exceptional Tools, a
character gains a +10 Enhancement Bonus to whatever Skill those
Tools apply to.
In either case, a Botch will destroy a Tool.
When a character wants to create Tools, the player must first decide
whether they are crafting Standard or Exceptional Tools, then
declare what kind of Tool they are creating and which Skill these
Tools are intended to aid. Not every Skill lends itself to a Tool
talents like Acting and Streetwise, for instance, run off natural
charisma, not implements. However, if the player can justify their
rationale in a convincing manner, the GM should approve the Tool.
Next, the GM chooses which Crafting* Skill is most appropriate to
the tool's nature. Most tools are created using the Crafting
(Tinkering) Skill, though there are exceptions. Assuming that the
player's character has the required Skill, the standard crafting rules
apply; Tier, Craft Points, Workshop Hours, and Conditional Modifiers
for the Crafting* Skill are found in the table below.
Table AI-8: Tools
TYPE TIER POINTS HOURS MODIFIER
Standard 1 30 6 0
Exceptional 2 20 16 -20
COOKING
Ordinary food items are mundane stuff, good for filling empty
stomachs, but not much more. But truly skilled chefs can put a little
something extra into their creations, turning ordinary dishes into a
repast capable of spurring their comrades on to ever greater
achievements.
Project Basics
Cooking can be used to prepare food items that bestow beneficial
Status Conditions. Begin by selecting which one of the following six
Status Conditions the food bestows: Agility Up, Armor Up, Magic Up,
Mental Up, Power Up or Spirit Up. Once this is done, the next step is
to choose the food's category. There are several different categories
of foodstuffs, each with their own duration and area of application.
These are:
Drinks can be consumed at any time, and bestow a positive Status
Condition (2).
Rations can only be consumed outside of battle, and bestow a
positive Status Condition (4).
Libations can only be consumed during battle, and bestow a positive
Status Condition (4).
Snacks can consumed at any time, and bestow a positive Status
Condition (4).
Meals can only be consumed outside of battle, and bestow a positive
Status Condition (6).
Banquets are Meals that can feed an entire Party. Other than this,
their effects are the same.
Food type determines how difficult the food will be to prepare, as
well as the material cost.
Materials
Cooking projects use Special Materials. The Tier and quantity of
Material used depends on the kind of repast being prepared see
below for more details.
Table AI-9: Special Material Costs
TYPE TIER CRAFT POINTS HOURS
Drink 1 60 0.5
Ration 3 15 1
Libation 4 15 1
Snack 5 18 1
Meal 6 16 2
Banquet 7 50 4
Cost is further modified by the choice of Status Condition, as shown
below.
Time
As shown above, the base number of Workshop Hours required to
cook a particular food depends on the food's type. In addition, the
Status Condition the cook wishes to instill in the food may also have
a further effect:
Table AI-10: Status Condition Modifers
STATUS COST HOURS CoS MODIFIER
Agility Up --- --- 0
Armor Up +25% --- -10
Magic Up +50% +25% -10
Mental Up +25% --- -10
Power Up +50% +25% -10
Spirit Up --- --- 0
While preparing a meal requires fewer facilities than forging a sword,
the cook must still have the means to whip up their creations before
FINAL FANTASY THE ROLEPLAYING GAME 291
they can qualify for Workshop Hours. In most cases, this means heat,
utensils, and a sanitary area for chopping and other preparation.
Skill Test
Finally, the cook makes a Task Check against his Cooking Skill,
adding any modifiers levied for his choice of Status Condition.
Further modifiers are applied depending on the type of food being
prepared:
Conditional MODIFIERS
Preparing Drink: 0
Preparing Ration: -10
Preparing Libation: -15
Preparing Snack: -20
Preparing Meal: -30
Preparing Banquet: -40
The GM may also add further modifiers from the list presented at the
beginning of this Appendix if the situation warrants it. The
consequences for success and failure are the same as with all
standard crafting projects.
Sample Foodstuffs
The following are examples of some foods that might be created
using the Cooking Skill:
Bubble Chocolate
This Snack consists of air pockets encased in a thin shell of
chocolate. If prepared correctly, bubble chocolate will actually be
lighter than air; a careless eater may find their chocolate escaping
from them if they dont pay close enough attention. Bestows the
Status Condition Magic Up (4).
Couerl Sautee
Honey-basted couerlmeat Libation sauted in a mixture of pepper
and olive oil. Bestows the Status Condition Power Up (4).
Mithkabob
Generic name for the roasted poultry and fishmeat kabob Rations
enjoyed by the Mithra race. Bestows the Status Condition Power Up
(4).
Thundermelon
This round, yellow fruit is protected by a tough rind, and soaks up
residual electric energy like a sponge. As a result, eating
thundermelon Rations can be a mouth-numbing if sweet
experience. Bestows the Status Condition Agility Up (4).
Vampire Juice
This bracing red Drink is made from a blend of apple, tomato, and
berry juices flavored with animal blood. Bestows the Status Condition
Armor Up (2).
Witch Stew
A Meal of thick, peppery stew flavored with typically poisonous
mushrooms. The removal of said poisons alone requires
considerable skill on the chefs part. Bestows the Status Condition
Magic Up (6).
EXPLOSIVES
Characters with the Explosives Skill have the ability to demolish
obstacles and structures using explosive devices. Typically, this will
involve daisy-chaining smaller bombs to destroy key points, causing
a controlled collapse. More experienced bombers can use shaped
charges and strategic positioning to achieve similar effects with
larger, more powerful explosives.
Two things are required to successfully destroy an environmental
feature or obstruction. The first is a sufficient quantity of explosives
to do the job these must be bought beforehand, and are stored in
the characters Inventory as normal items. Due to the differences in
technology from world to world, explosive names will not be
constant. For this reason, explosives are simply rated by their
explosive power, given in terms of a Level from 1 to 10 the higher
the Level, the more powerful the explosives will be. The table below
shows the costs and Availability Ratings of each type of explosive. In
a pinch, the Battle Items Bomb Fragment, Bomb Core, Fire Gem, and
Shining Gem can be used as Level 1, 3, 7, and 9 explosives,
respectively.
Table AI-11: Explosives
Power COST AVAILABILITY
Grade 1 100 95%
Grade 2 200 90%
Grade 3 300 85%
Grade 4 400 80%
Grade 5 500 75%
Grade 6 650 70%
Grade 7 850 65%
Grade 8 1100 60%
Grade 9 1300 50%
Grade 10 1500 40%
A successful Task Check against the characters Explosives Skill is
required to set up the explosives; in this case, the Conditional
Modifier will be determined by how difficult it is to achieve the kind of
detonation the character is after. Blowing a hole in a solid
obstruction generally has a +10 modifier; engineering the clean
collapse of a reinforced multi-story structure a -50. If the roll is
successful, each explosive destroys a number of points of Durability
equal to its Level when detonated by the character. If multiple
explosives are detonated at the same time, Durability damage is
equal to that of the sum of all explosives. A failed roll will reduce the
amount of Durability destroyed by 50%; a Botch will detonate the
explosives prematurely, causing unchecked destruction and damage
to everything in the area.
FINAL FANTASY THE ROLEPLAYING GAME 292
ALCHEMY
Characters with the Alchemy Skill have the ability to brew a wide
variety of compounds, potions, and curatives from ingredients
acquired over the course of their travels.
Project Basics
Regardless of whether they're cooked up in a factory vat or a
meager cast-iron cauldron that doubles as a stew pot during the
week, all alchemical compounds begin life as a murky brew of herbs
and other raw materials. To create items, characters with the
Alchemy Skill must first create a mixture from which to refine them,
then decide how they wish to use this mixture.
Cost and Materials
To begin the brewing process, the player decides the Tier of the
mixture and how many Craft Points' worth of Alchemical Materials
they are sinking into it. There is no limit to the number of Craft
Points that can be spent in this manner, though only ten items can
be refined from a mixture at any one time. The Tier will be
determined both by what the player wishes to refine as well as the
kinds of Alchemical Materials available to the party.
Table AI-12: Recovery Item Crafting
RECOVERY ITEM TIER CRAFT POINTS
Tonic 1 3
Potion 1 7
Hi-Potion 2 7
Hyper Potion 3 7
Mega Potion 5 3
X-Potion 5 4
Ultra Potion 7 4
Tincture 1 11
Ether 3 3
Hi-Ether 4 3
Hyper Ether 6 3
X-Ether 7 7
Elixir 8 12
Phoenix Down 2 25
Phoenix Pinion 7 14
Mega Phoenix 8 8
Antidote 1 7
Eye Drops 1 7
Echo Screen 2 3
Tranquilizer 3 3
Bandage 4 2
Alarm Clock 4 2
Cornucopia 4 2
Maiden's Kiss 4 5
Soft 4 4
Holy Water 4 2
Chronos Tear 4 2
Remedy 5 11
Skill Test
Once the player has gathered the necessary materials needed for
brewing to begin, they must then make one Task Check against their
Alchemy to see if they are successful in creating a mixture that items
can be refined from. The Conditional Modifiers for this roll are based
on the Tier of the brew being prepared.
CONDITIONAL MODIFIERS
Brewing Tier 1 mixture: +40
Brewing Tier 2 mixture: +30
Brewing Tier 3 mixture: +20
Brewing Tier 4 mixture: +10
Brewing Tier 5 mixture: 0
Brewing Tier 6 mixture: -10
Brewing Tier 7 mixture: -20
Brewing Tier 8 mixture: -30
If the Check is successful, the mix is good to go; the character can
now spend the available Craft Points to refine her desired items,
adding them to her inventory. If the success is a failure, 50% of the
Craft Points in the mixture have been lost, but the remainder can be
used to create items as normal. A Botch will destroy the entirety of
the mix, forcing the character to start from the top. A Critical Success
increases the available Craft Points by 25%; items created using
these additional Points do not count towards the ten-item limit, nor
do they require additional Workshop Hours to make. Because of the
short-lived nature of alchemical brews, any Craft Points not spent by
the end of the brewing session are lost.
Time
In order to brew any alchemical item, the player must first spend 2
Workshop Hours to prepare the actual mixture for refinement, plus
an additional Tier x (Craft Points / 10) Workshop Hours for each item
brewed once the basic mixture has been successfully created.
Draughts
Once prepared, mixtures can also be used to refine items that
bestow Enhancement Bonuses to Skill and Attribute Ratings, as well
as practical 'everyday' items that have no direct mechanical benefits
but can nonetheless affect the course of an adventure. Collectively,
these items are known as Draughts. The time requirements for
Draughts are the same as those given for normal Recovery Item
above, while the Tier and Craft Points required depend on whether
the Draught has a mechanical effect or not, and if so, how much of
an effect.
FINAL FANTASY THE ROLEPLAYING GAME 293
Table AI-13: Practical Alchemist Costs
EFFECT TIER CRAFT POINTS
+10 to one Skill Rating (4) 1 4
+10 to one Attribute Rating (4) 2 3
+20 to one Skill Rating (4) 2 4
+10 to one Skill Rating (6) 3 3
+20 to one Attribute Rating (4) 3 3
+10 to one Attribute Rating (6) 3 4
Minor narrative effect 3 5
+20 to one Skill Rating (6) 4 2
+20 to one Attribute Rating (6) 5 2
Modest narrative effect 5 6
Major narrative effect 7 10
If the Draught affects a Skill or Attribute Rating, the player must
decide which one and why the Draught would have the desired
effect. If the Draught's effect is narrative, the player must describe
the desired effect. The GM will then determine whether it qualifies as
a minor, modest, or major narrative effect for pricing purposes. As a
rough guideline: Draughts with minor narrative effects tend to have
a barely appreciable impact on the current story, while Draughts with
major narrative effects can change the entire course of the plot if
used at the right time. The examples below give a better idea of how
this breaks down in practice.
SAMPLE DRAUGHTS
The following are examples of the kinds of items characters can
create with 'practical' Alchemy.
Charisma Potion
Effect: This herbal distillation makes its drinker more relaxed and
confident, enhancing their natural charisma. A Charisma Potion
grants a +10 Enhancement Bonus to Task Checks defaulting to the
SPR Attribute (6).
Death Potion
Effect: This oily, evil-looking substance suppresses chi emanations,
briefly dimming life force. A Death Potion grants a +20
Enhancement Bonus to Stealth Checks made against anything or
ones life sense (4).
Deodorizer
Effect: Deodorizers are powerful oils with the ability to neutralize
smells. A Deodorizer grants a +20 Enhancement Bonus to Stealth
Checks made against anything or ones sense of smell (4).
Dexterity Potion
Effect: This herbal distillation improves its drinkers hand-eye
coordination and steadiness. A Dexterity Potion grants a +10
Enhancement Bonus to Task Checks defaulting to the AGI Attribute
(6).
Digestive
Effect: This concoction is intended to cure stomach upsets, cramps,
and bowel problems. Digestive is considered to have a minor
narrative effect.
Hermes Quencher
Effect: A colorful, energy-rich drink designed to assist running and
rapid movement. A Hermes Quencher grants a +10 Enhancement
Bonus to Task Checks defaulting to the SPD Attribute (4).
Intelligence Potion
Effect: This herbal distillation improves a drinkers recall and mental
clarity. An Intelligence Potion grants a +10 Enhancement Bonus to
Task Checks defaulting to the MAG Attribute (4).
Muting Potion
Effect: This dull green potion creates a magic-dampening field on
anything it comes into contact with. A Muting Potion grants a +20
Enhancement Bonus to Stealth Checks made against anything or
ones magic senses (4).
Perfume
Effect: A sensual fragrance designed to increase its wearer's allure.
A Perfume grants a +10 Enhancement Bonus to Smooth Talk Checks
(4).
Prism Powder
Effect: This sparkling powder refracts lights, rendering objects
dusted with it semi-translucent. A Prism Powder grants a +20
Enhancement Bonus to Stealth Checks made against anything or
ones sense of sight (4).
Silent Oil
Effect: Dark and deceptively viscous for its relatively thin
appearance. Applying Silent Oil on the soles of your feet or shoes
silences your footsteps, granting the user a +20 Enhancement
Bonus to Stealth rolls made against anything or ones sense of
hearing (4).
Strength Potion
Effect: This herbal distillation increases endurance and improves the
drinkers control over their own muscles. A Strength Potion grants a
+10 Enhancement Bonus to Task Checks defaulting to the STR
Attribute (6).
Superslick
Effect: The 'universal lubricant' can reduce friction between objects
to zero. Superslick is considered to have a modest narrative effect.
Supersoft
Effect: A high-powered remedy for petrification, designed to cure
stoning induced by powerful curses or exceptionally malevolent
magic. Supersoft is considered to have a major narrative effect.
FINAL FANTASY THE ROLEPLAYING GAME 294
Vitality Potion
Effect: This herbal distillation improves its drinkers stamina and
general constitution. A Vitality Potion grants a +10 Enhancement
Bonus to Task Checks defaulting to the VIT Attribute (6).
VitRiol
Effect: For as long as mankind has created tools, they have
occasionally found need for ways in which to quickly and utterly
destroy them. Vitriol is the universal solvent a fast and efficient
way to melt off locks, eat through chains and generally make a mess
of sturdy items that other people would prefer you leave alone.
Vitriol is considered to have a major narrative effect.
MIX
Mix gives an experienced Chemist the opportunity to combine Battle
Items to create a more powerful offensive effect. When the Chemist
elects to Mix, she selects two Battle Items from her Inventory and
combines them, consuming both items. To see what the resulting
mixture brings, the Chemists player or the GM then consults the
tables below. Each possible ingredient is listed in the tables via a
two-letter code the Battle Item Deadly Waste, for instance, is
abbreviated as DW. Finding the resulting product is then just a
matter of tracking down the first ingredients column on the table
and then seeing where it intersects with the row for the second
ingredient. The number given at the intersection is the Mixture
Number, and can be cross-referenced with the Effects table to
determine the exact effects of the Mix. Once a mixture has been
created, its effects must be applied immediately or discarded; the
mixture is too short-lived to be stored as an Item.
FINAL FANTASY THE ROLEPLAYING GAME 295
Table Key
Abaddon Stone = AS Antarctic Wind = At Arctic Wind = AW Basilisk Claw = Ba Black Stone = BS Blessed Gem = BG Bomb Core = BC Bomb Fragment = BF Bird
Feather = Bi Candle of Life = CL Cauldron = Ca Dark Matter = DM Deadly Waste = DW Dream Powder = DP Earth Drum = Ea Earth Hammer = EH Electro Marble
= EM Fish Fin = FF Fish Scale = FS Fire Gem = FG Golden Hourglass = GH Graviball = Gr Ice Gem = IG Impaler = Im Ink = In Lightning Gem = LG Lightning
Marble = LM Loco Weed = LW Malboro Tentacles = MT Meteor Stone = MS Mute Mask = MM Shadow Gem = Sh Shear Feather = SF Shining Gem = SG Shrivel =
Sv Silver Hourglass = SH Stardust = St Supreme Gem = Su T/S Bomb = TS War Gong = Wr Water Gem = WG Windmill = WM Zombie Powder = ZP
Table AI-14: Battle Mix Results [1]
AS At AW Ba BS BG BC BF Bi CL Ca DM DW DP Ea EH EM FF FS FG GH Gr
AS 301 207 207 287 289 207 050 050 050 049 304 207 177 243 050 207 050 207 207 050 278 193
At 207 002 001 023 025 180 179 179 001 024 304 180 179 006 179 123 001 179 001 180 019 002
AW 207 001 001 023 025 180 179 179 179 024 304 180 163 006 123 123 179 099 179 180 019 001
Ba 287 023 023 300 288 161 048 048 097 303 304 148 175 242 135 135 073 121 121 048 277 191
BS 289 025 025 288 302 208 208 208 025 024 304 208 178 244 025 208 025 025 025 208 279 194
BG 207 180 180 161 208 150 180 180 180 162 304 180 180 153 180 150 180 180 180 150 157 150
BC 050 179 179 048 208 180 027 026 026 049 304 180 179 031 179 123 026 179 026 027 044 027
BF 050 179 179 048 208 180 026 026 179 049 304 180 163 031 123 123 179 099 179 027 044 026
Bi 050 001 179 097 025 180 026 179 075 098 304 180 163 080 179 180 179 099 179 027 093 075
CL 049 024 024 303 024 162 049 049 098 303 303 149 176 303 136 136 074 122 122 049 303 192
Ca 304 304 304 304 304 304 304 304 304 303 209 304 304 304 304 304 304 304 304 304 304 304
DM 207 180 180 148 208 180 180 180 180 149 304 137 180 140 180 137 180 180 180 137 144 137
DW 177 179 163 175 178 180 179 163 163 176 304 180 163 167 179 123 163 179 163 027 171 163
DP 243 006 006 242 244 153 031 031 080 303 304 140 167 292 127 127 056 104 104 040 238 183
Ea 050 179 123 135 025 180 179 123 179 136 304 180 179 127 123 123 123 179 123 027 131 123
EH 207 123 123 135 208 150 123 123 180 136 304 137 123 127 123 124 123 123 123 180 131 123
EM 050 001 179 073 025 180 026 179 179 074 304 180 163 056 123 123 051 179 179 027 069 051
FF 207 179 099 121 025 180 179 099 099 122 304 180 179 104 179 123 179 100 099 026 117 100
FS 207 001 179 121 025 180 026 179 179 122 304 180 163 104 123 123 179 099 099 027 117 099
FG 050 180 180 048 208 150 027 027 027 049 304 137 027 040 027 180 027 026 027 028 044 027
GH 278 019 019 277 279 157 044 044 093 303 304 144 171 238 131 131 069 117 117 044 296 187
Gr 193 002 001 191 194 150 027 026 075 192 304 137 163 183 123 123 051 100 099 027 187 210
IG 207 002 002 023 025 150 180 180 002 024 304 137 002 015 002 180 002 001 002 180 019 002
Im 282 011 011 281 283 159 036 036 085 303 304 146 173 240 133 133 061 109 109 046 275 189
In 233 005 005 232 234 152 030 030 079 303 304 139 166 224 126 126 055 103 103 039 228 182
LG 050 051 051 073 025 150 051 051 052 074 304 137 052 065 052 180 052 179 179 180 069 052
LM 050 179 051 073 025 180 179 001 051 074 304 180 179 056 179 123 051 179 179 026 069 052
LW 260 008 008 259 261 155 033 033 082 303 304 142 169 236 129 129 058 106 106 042 255 185
MT 177 163 163 175 178 150 163 163 163 98 304 137 163 167 163 180 163 163 163 180 171 163
MS 050 003 002 205 302 150 028 027 076 303 209 137 164 197 124 124 052 101 100 028 201 210
MM 222 004 004 221 221 151 029 029 078 303 304 138 163 213 125 125 054 102 102 038 217 181
Sh 002 002 002 205 208 150 179 027 076 303 303 137 164 210 123 124 052 100 100 028 201 210
SF 050 179 075 097 025 180 179 075 075 098 304 180 179 080 179 180 075 179 075 026 093 076
SG 193 002 001 191 194 150 027 026 075 192 304 137 163 183 123 123 051 100 099 027 187 210
Sv 272 010 010 271 273 158 035 035 084 303 304 145 172 239 132 132 060 108 108 045 274 188
SH 267 009 009 266 268 156 034 034 083 303 304 143 170 237 130 130 059 107 107 043 262 186
St 193 002 001 191 194 150 027 026 075 192 304 137 163 183 123 123 051 100 099 027 187 210
Su 301 003 002 205 302 150 028 027 076 303 209 137 164 197 124 124 052 101 100 028 201 210
TS 207 002 001 205 208 150 027 026 075 303 304 137 163 183 123 123 051 100 099 027 201 210
Wr 252 007 007 251 253 154 032 032 081 303 304 141 168 235 128 128 057 105 105 041 247 184
WG 207 099 099 121 025 150 099 099 099 122 304 137 100 113 100 180 180 100 100 180 117 100
WM 050 075 075 097 025 150 075 075 076 098 304 137 076 089 180 180 075 075 076 180 093 076
ZP 285 012 012 284 286 160 037 037 086 303 304 147 174 241 134 134 062 110 110 047 276 190
AS At AW Ba BS BG BC BF Bi CL Ca DM DW DP Ea EH EM FF FS FG GH Gr
FINAL FANTASY THE ROLEPLAYING GAME 296
Table Key
Abaddon Stone = AS Antarctic Wind = At Arctic Wind = AW Basilisk Claw = Ba Black Stone = BS Blessed Gem = BG Bomb Core = BC Bomb Fragment = BF Bird
Feather = Bi Candle of Life = CL Cauldron = Ca Dark Matter = DM Deadly Waste = DW Dream Powder = DP Earth Drum = Ea Earth Hammer = EH Electro Marble
= EM Fish Fin = FF Fish Scale = FS Fire Gem = FG Golden Hourglass = GH Graviball = Gr Ice Gem = IG Impaler = Im Ink = In Lightning Gem = LG Lightning
Marble = LM Loco Weed = LW Malboro Tentacles = MT Meteor Stone = MS Mute Mask = MM Shadow Gem = Sh Shear Feather = SF Shining Gem = SG Shrivel =
Sv Silver Hourglass = SH Stardust = St Supreme Gem = Su T/S Bomb = TS War Gong = Wr Water Gem = WG Windmill = WM Zombie Powder = ZP
Table AI-14: Battle Mix Results (2]
IG Im In LG LM LW MT MS MM Sh SF SG Sv SH St Su TS Wr WG WM ZP
AS 207 282 233 050 050 260 177 050 222 002 050 193 272 267 193 301 207 252 207 050 285
At 002 011 005 051 179 008 163 003 004 002 179 002 010 009 002 003 002 007 099 075 012
AW 002 011 005 051 051 008 163 002 004 002 075 001 010 009 001 002 001 007 099 075 012
Ba 023 281 232 073 073 259 175 205 221 205 097 191 271 266 191 205 205 251 121 097 284
BS 025 283 234 025 025 261 178 302 221 208 025 194 273 268 194 302 208 253 025 025 286
BG 150 159 152 150 180 155 150 150 151 150 180 150 158 156 150 150 150 154 150 150 160
BC 180 036 030 051 179 033 163 028 029 027 179 027 035 043 027 028 027 032 099 075 037
BF 180 036 030 051 001 033 163 027 029 027 075 026 035 034 026 027 026 032 099 075 037
Bi 002 085 079 052 051 082 163 076 078 076 075 075 084 083 075 076 075 081 099 076 086
CL 024 303 303 074 074 303 098 303 303 303 098 192 303 303 192 303 303 303 122 098 303
Ca 304 304 304 304 304 304 304 209 304 303 304 304 304 304 304 209 304 304 304 304 304
DM 137 146 139 137 180 142 137 137 138 137 180 137 145 143 137 137 137 141 137 137 147
DW 002 173 166 052 179 169 163 164 163 164 179 163 172 170 163 164 163 168 100 076 174
DP 015 240 224 065 056 236 167 197 213 210 080 183 239 237 183 197 183 235 113 089 241
Ea 002 133 126 052 179 129 163 124 125 123 179 123 132 130 123 124 123 128 100 180 134
EH 180 133 126 180 123 129 180 124 125 124 180 123 132 130 123 124 123 128 180 180 134
EM 002 061 055 052 051 058 163 052 054 052 075 051 060 059 051 052 051 057 180 075 062
FF 001 109 103 179 179 106 163 101 102 100 179 100 108 107 100 101 100 105 100 075 110
FS 002 109 103 179 179 106 163 100 102 100 075 099 108 107 099 100 099 106 100 076 110
FG 180 046 039 180 026 042 180 028 038 028 026 027 045 043 027 028 027 041 180 180 047
GH 019 275 228 069 069 255 171 201 217 201 093 187 274 262 187 201 201 247 117 093 276
Gr 002 189 182 052 052 185 163 210 181 210 076 210 188 186 210 210 210 184 100 076 190
IG 003 021 014 180 001 017 180 003 013 003 001 002 020 018 002 003 002 016 180 180 022
Im 021 298 230 071 061 257 173 203 219 210 085 189 269 264 189 203 189 249 119 095 280
In 014 230 291 064 055 226 166 196 212 210 079 182 229 227 182 196 182 225 112 088 231
LG 180 071 064 053 067 067 180 053 063 053 051 053 070 068 052 053 052 066 180 180 072
LM 001 061 055 053 052 058 163 053 054 052 179 053 060 059 052 053 052 057 180 075 062
LW 017 257 226 067 058 294 169 199 215 210 082 185 256 254 185 199 185 245 115 091 258
MT 180 173 166 180 163 169 164 164 165 170 163 164 172 170 163 164 163 168 180 180 174
MS 003 203 196 053 053 199 164 209 195 211 077 180 202 200 180 209 210 198 101 077 204
MM 013 219 212 063 054 215 165 195 290 210 078 181 218 216 188 195 181 214 111 087 220
Sh 003 210 210 053 052 210 170 211 210 211 076 210 210 210 210 303 210 210 101 077 210
SF 001 085 079 051 179 082 163 077 078 076 076 076 084 083 076 077 076 081 099 076 086
SG 002 189 182 053 053 185 164 180 181 210 076 180 188 186 180 180 210 184 100 076 190
Sv 020 269 229 070 060 256 172 202 218 210 084 188 297 263 188 202 188 248 118 094 270
SH 018 264 227 068 059 254 170 200 216 210 083 186 263 295 186 200 186 246 116 092 265
St 002 189 182 052 052 185 163 180 188 210 076 180 188 186 180 180 210 184 100 076 190
Su 003 203 196 053 053 199 164 209 195 303 077 180 202 200 180 209 210 198 101 077 204
TS 002 189 182 052 052 185 163 210 181 210 076 210 188 186 210 210 210 184 100 076 190
Wr 016 249 225 066 057 245 168 198 214 210 081 184 248 246 184 198 184 293 114 090 250
WG 180 119 112 180 180 115 180 101 111 101 099 100 118 116 100 101 100 114 101 180 120
WM 180 095 088 180 075 091 180 077 087 077 076 076 094 092 076 077 076 090 180 077 096
ZP 022 280 231 072 062 258 174 204 220 210 086 190 270 265 190 204 190 250 120 096 299
IG Im In LG LM LW MT MS MM Sh SF SG Sv SH St Su TS Wr WG WM ZP
FINAL FANTASY THE ROLEPLAYING GAME 297
Table AI-15: Battle Mix Effects
NUMBER MIXTURE NAME TARGET EFFECT
001 Snow Flurry Group Hits 6 random combatants for (4 x MAG) + d8 Ice Elemental damage.
002 Icefall Group Hits 6 random combatants for (5 x MAG) + d8 Ice Elemental damage.
003 Winter Storm Group Hits 6 random combatants for (6 x MAG) + 2d8 Ice Elemental damage.
004 Black Ice (A) Group Hits 3 random combatants for (4 x MAG) + d8 Ice Elemental damage.
Each hit also has a 30% CoS of inflicting Silence (6).
005 Black Ice (B) Group Hits 3 random combatants for (4 x MAG) + d8 Ice Elemental damage.
Each hit also has a 30% CoS of inflicting Blind (6).
006 Black Ice (C) Group Hits 3 random combatants for (4 x MAG) + d8 Ice Elemental damage.
Each hit also has a 30% CoS of inflicting Sleep (6).
007 Black Ice (D) Group Hits 3 random combatants for (4 x MAG) + d8 Ice Elemental damage.
Each hit also has a 30% CoS of inflicting Berserk (6).
008 Black Ice (E) Group Hits 3 random combatants for (4 x MAG) + d8 Ice Elemental damage.
Each hit also has a 30% CoS of inflicting Confuse (6).
009 Black Ice (F) Group Hits 3 random combatants for (4 x MAG) + d8 Ice Elemental damage.
Each hit also has a 30% CoS of inflicting Slow (6).
010 Black Ice (G) Group Hits 3 random combatants for (4 x MAG) + d8 Ice Elemental damage.
Each hit also has a 30% CoS of inflicting Mini (6).
011 Black Ice (H) Group Hits 3 random combatants for (4 x MAG) + d8 Ice Elemental damage.
Each hit also has a 30% CoS of inflicting Toad (6).
012 Black Ice (I) Group Hits 3 random combatants for (4 x MAG) + d8 Ice Elemental damage.
Each hit also has a 30% CoS of inflicting Zombie (6).
013 Krysta (A) Group Hits 3 random combatants for (6 x MAG) + 2d8 Ice Elemental damage.
Each hit also has a 60% CoS of inflicting Silence (4).
014 Krysta (B) Group Hits 3 random combatants for (6 x MAG) + 2d8 Ice Elemental damage.
Each hit also has a 60% CoS of inflicting Blind (4).
015 Krysta (C) Group Hits 3 random combatants for (6 x MAG) + 2d8 Ice Elemental damage.
Each hit also has a 60% CoS of inflicting Sleep (4).
016 Krysta (D) Group Hits 3 random combatants for (6 x MAG) + 2d8 Ice Elemental damage.
Each hit also has a 60% CoS of inflicting Berserk (4).
017 Krysta (E) Group Hits 3 random combatants for (6 x MAG) + 2d8 Ice Elemental damage.
Each hit also has a 60% CoS of inflicting Confuse (4).
018 Krysta (F) Group Hits 3 random combatants for (6 x MAG) + 2d8 Ice Elemental damage.
Each hit also has a 60% CoS of inflicting Slow (4).
019 Krysta (G) Group Hits 3 random combatants for (6 x MAG) + 2d8 Ice Elemental damage.
Each hit also has a 60% CoS of inflicting Stop (4).
020 Krysta (H) Group Hits 3 random combatants for (6 x MAG) + 2d8 Ice Elemental damage.
Each hit also has a 60% CoS of inflicting Mini (4).
021 Krysta (I) Group Hits 3 random combatants for (6 x MAG) + 2d8 Ice Elemental damage.
Each hit also has a 60% CoS of inflicting Toad (4).
022 Krysta (J) Group Hits 3 random combatants for (6 x MAG) + 2d8 Ice Elemental damage.
Each hit also has a 60% CoS of inflicting Zombie (4).
023 Krysta (K) Group Hits 3 random combatants for (6 x MAG) + 2d8 Ice Elemental damage.
Each hit also has a 60% CoS of inflicting Stone ().
024 Krysta (L) Group Hits 3 random combatants for (6 x MAG) + 2d8 Ice Elemental damage.
Each hit also has a 60% CoS of reducing combatant to 0 HP (Death-type effect).
025 Krysta (M) Group Hits 3 random combatants for (6 x MAG) + 2d8 Ice Elemental damage.
Each hit also has a 60% CoS of inflicting Frozen (2).
026 Heat Blaster Group Hits 6 random combatants for (4 x MAG) + d8 Fire Elemental damage.
027 Fire Storm Group Hits 6 random combatants for (5 x MAG) + d8 Fire Elemental damage.
028 Burning Soul Group Hits 6 random combatants for (6 x MAG) + 2d8 Fire Elemental damage.
FINAL FANTASY THE ROLEPLAYING GAME 298
NUMBER MIXTURE NAME TARGET EFFECT
029 Brimstone (A) Group Hits 3 random combatants for (4 x MAG) + d8 Fire Elemental damage.
Each hit also has a 30% CoS of inflicting Silence (6).
030 Brimstone (B) Group Hits 3 random combatants for (4 x MAG) + d8 Fire Elemental damage.
Each hit also has a 30% CoS of inflicting Blind (6).
031 Brimstone (C) Group Hits 3 random combatants for (4 x MAG) + d8 Fire Elemental damage.
Each hit also has a 30% CoS of inflicting Sleep (6).
032 Brimstone (D) Group Hits 3 random combatants for (4 x MAG) + d8 Fire Elemental damage.
Each hit also has a 30% CoS of inflicting Berserk (6).
033 Brimstone (E) Group Hits 3 random combatants for (4 x MAG) + d8 Fire Elemental damage.
Each hit also has a 30% CoS of inflicting Confuse (6).
034 Brimstone (F) Group Hits 3 random combatants for (4 x MAG) + d8 Fire Elemental damage.
Each hit also has a 30% CoS of inflicting Slow (6).
035 Brimstone (G) Group Hits 3 random combatants for (4 x MAG) + d8 Fire Elemental damage.
Each hit also has a 30% CoS of inflicting Mini (6).
036 Brimstone (H) Group Hits 3 random combatants for (4 x MAG) + d8 Fire Elemental damage.
Each hit also has a 30% CoS of inflicting Toad (6).
037 Brimstone (I) Group Hits 3 random combatants for (4 x MAG) + d8 Fire Elemental damage.
Each hit also has a 30% CoS of inflicting Zombie (6).
038 Abaddon Flame (A) Group Hits 3 random combatants for (6 x MAG) + 2d8 Fire Elemental damage.
Each hit also has a 60% CoS of inflicting Silence (4).
039 Abaddon Flame (B) Group Hits 3 random combatants for (6 x MAG) + 2d8 Fire Elemental damage.
Each hit also has a 60% CoS of inflicting Blind (4).
040 Abaddon Flame (C) Group Hits 3 random combatants for (6 x MAG) + 2d8 Fire Elemental damage.
Each hit also has a 60% CoS of inflicting Sleep (4).
041 Abaddon Flame (D) Group Hits 3 random combatants for (6 x MAG) + 2d8 Fire Elemental damage.
Each hit also has a 60% CoS of inflicting Berserk (4).
042 Abaddon Flame (E) Group Hits 3 random combatants for (6 x MAG) + 2d8 Fire Elemental damage.
Each hit also has a 60% CoS of inflicting Confuse (4).
043 Abaddon Flame (F) Group Hits 3 random combatants for (6 x MAG) + 2d8 Fire Elemental damage.
Each hit also has a 60% CoS of inflicting Slow (4).
044 Abaddon Flame (G) Group Hits 3 random combatants for (6 x MAG) + 2d8 Fire Elemental damage.
Each hit also has a 60% CoS of inflicting Stop (4).
045 Abaddon Flame (H) Group Hits 3 random combatants for (6 x MAG) + 2d8 Fire Elemental damage.
Each hit also has a 60% CoS of inflicting Mini (4).
046 Abaddon Flame (I) Group Hits 3 random combatants for (6 x MAG) + 2d8 Fire Elemental damage.
Each hit also has a 60% CoS of inflicting Toad (4).
047 Abaddon Flame (J) Group Hits 3 random combatants for (6 x MAG) + 2d8 Fire Elemental damage.
Each hit also has a 60% CoS of inflicting Zombie (4).
048 Abaddon Flame (K) Group Hits 3 random combatants for (6 x MAG) + 2d8 Fire Elemental damage.
Each hit also has a 60% CoS of inflicting Stone ().
049 Abaddon Flame (L) Group Hits 3 random combatants for (6 x MAG) + 2d8 Fire Elemental damage.
Each hit also has a 60% CoS of reducing combatant to 0 HP (Death-type effect).
050 Abaddon Flame (M) Group Hits 3 random combatants for (6 x MAG) + 2d8 Fire Elemental damage.
Each hit also has a 60% CoS of inflicting Heat (2).
051 Thunderbolt Group Hits 6 random combatants for (4 x MAG) + d8 Lightning Elemental damage.
052 Rolling Thunder Group Hits 6 random combatants for (5 x MAG) + d8 Lightning Elemental damage.
053 Lightning Bolt Group Hits 6 random combatants for (6 x MAG) + 2d8 Lightning Elemental damage.
054 Electroshock (A) Group Hits 3 random combatants for (4 x MAG) + d8 Lightning Elemental damage.
Each hit also has a 30% CoS of inflicting Silence (6).
055 Electroshock (B) Group Hits 3 random combatants for (4 x MAG) + d8 Lightning Elemental damage.
Each hit also has a 30% CoS of inflicting Blind (6).
FINAL FANTASY THE ROLEPLAYING GAME 299
NUMBER MIXTURE NAME TARGET EFFECT
056 Electroshock (C) Group Hits 3 random combatants for (4 x MAG) + d8 Lightning Elemental damage.
Each hit also has a 30% CoS of inflicting Sleep (6).
057 Electroshock (D) Group Hits 3 random combatants for (4 x MAG) + d8 Lightning Elemental damage.
Each hit also has a 30% CoS of inflicting Berserk (6).
058 Electroshock (E) Group Hits 3 random combatants for (4 x MAG) + d8 Lightning Elemental damage.
Each hit also has a 30% CoS of inflicting Confuse (6).
059 Electroshock (F) Group Hits 3 random combatants for (4 x MAG) + d8 Lightning Elemental damage.
Each hit also has a 30% CoS of inflicting Slow (6).
060 Electroshock (G) Group Hits 3 random combatants for (4 x MAG) + d8 Lightning Elemental damage.
Each hit also has a 30% CoS of inflicting Mini (6).
061 Electroshock (H) Group Hits 3 random combatants for (4 x MAG) + d8 Lightning Elemental damage.
Each hit also has a 30% CoS of inflicting Toad (6).
062 Electroshock (I) Group Hits 3 random combatants for (4 x MAG) + d8 Lightning Elemental damage.
Each hit also has a 30% CoS of inflicting Zombie (6).
063 Thunderblast (A) Group Hits 3 random combatants for (6 x MAG) + 2d8 Lightning Elemental damage.
Each hit also has a 60% CoS of inflicting Silence (4).
064 Thunderblast (B) Group Hits 3 random combatants for (6 x MAG) + 2d8 Lightning Elemental damage.
Each hit also has a 60% CoS of inflicting Blind (4).
065 Thunderblast (C) Group Hits 3 random combatants for (6 x MAG) + 2d8 Lightning Elemental damage.
Each hit also has a 60% CoS of inflicting Sleep (4).
066 Thunderblast (D) Group Hits 3 random combatants for (6 x MAG) + 2d8 Lightning Elemental damage.
Each hit also has a 60% CoS of inflicting Berserk (4).
067 Thunderblast (E) Group Hits 3 random combatants for (6 x MAG) + 2d8 Lightning Elemental damage.
Each hit also has a 60% CoS of inflicting Confuse (4).
068 Thunderblast (F) Group Hits 3 random combatants for (6 x MAG) + 2d8 Lightning Elemental damage.
Each hit also has a 60% CoS of inflicting Slow (4).
069 Thunderblast (G) Group Hits 3 random combatants for (6 x MAG) + 2d8 Lightning Elemental damage.
Each hit also has a 60% CoS of inflicting Stop (4).
070 Thunderblast (H) Group Hits 3 random combatants for (6 x MAG) + 2d8 Lightning Elemental damage.
Each hit also has a 60% CoS of inflicting Mini (4).
071 Thunderblast (I) Group Hits 3 random combatants for (6 x MAG) + 2d8 Lightning Elemental damage.
Each hit also has a 60% CoS of inflicting Toad (4).
072 Thunderblast (J) Group Hits 3 random combatants for (6 x MAG) + 2d8 Lightning Elemental damage.
Each hit also has a 60% CoS of inflicting Zombie (4).
073 Thunderblast (K) Group Hits 3 random combatants for (6 x MAG) + 2d8 Lightning Elemental damage.
Each hit also has a 60% CoS of inflicting Stone ().
074 Thunderblast (L) Group Hits 3 random combatants for (6 x MAG) + 2d8 Lightning Elemental damage.
Each hit also has a 60% CoS of reducing combatant to 0 HP (Death-type effect).
075 Gale Cut Group Hits 6 random combatants for (4 x MAG) + d8 Wind Elemental damage.
076 Dark Tornado Group Hits 6 random combatants for (5 x MAG) + d8 Wind Elemental damage.
077 Wild Tornado Group Hits 6 random combatants for (6 x MAG) + 2d8 Wind Elemental damage.
078 Gloom Sigh (A) Group Hits 3 random combatants for (4 x MAG) + d8 Wind Elemental damage.
Each hit also has a 30% CoS of inflicting Silence (6).
079 Gloom Sigh (B) Group Hits 3 random combatants for (4 x MAG) + d8 Wind Elemental damage.
Each hit also has a 30% CoS of inflicting Blind (6).
080 Gloom Sigh (C) Group Hits 3 random combatants for (4 x MAG) + d8 Wind Elemental damage.
Each hit also has a 30% CoS of inflicting Sleep (6).
081 Gloom Sigh (D) Group Hits 3 random combatants for (4 x MAG) + d8 Wind Elemental damage.
Each hit also has a 30% CoS of inflicting Berserk (6).
082 Gloom Sigh (E) Group Hits 3 random combatants for (4 x MAG) + d8 Wind Elemental damage.
Each hit also has a 30% CoS of inflicting Confuse (6).
FINAL FANTASY THE ROLEPLAYING GAME 300
NUMBER MIXTURE NAME TARGET EFFECT
083 Gloom Sigh (F) Group Hits 3 random combatants for (4 x MAG) + d8 Wind Elemental damage.
Each hit also has a 30% CoS of inflicting Slow (6).
084 Gloom Sigh (G) Group Hits 3 random combatants for (4 x MAG) + d8 Wind Elemental damage.
Each hit also has a 30% CoS of inflicting Mini (6).
085 Gloom Sigh (H) Group Hits 3 random combatants for (4 x MAG) + d8 Wind Elemental damage.
Each hit also has a 30% CoS of inflicting Toad (6).
086 Gloom Sigh (I) Group Hits 3 random combatants for (4 x MAG) + d8 Wind Elemental damage.
Each hit also has a 30% CoS of inflicting Zombie (6).
087 Gloom Gas (A) Group Hits 3 random combatants for (6 x MAG) + 2d8 Wind Elemental damage.
Each hit also has a 60% CoS of inflicting Silence (4).
088 Gloom Gas (B) Group Hits 3 random combatants for (6 x MAG) + 2d8 Wind Elemental damage.
Each hit also has a 60% CoS of inflicting Blind (4).
089 Gloom Gas (C) Group Hits 3 random combatants for (6 x MAG) + 2d8 Wind Elemental damage.
Each hit also has a 60% CoS of inflicting Sleep (4).
090 Gloom Gas (D) Group Hits 3 random combatants for (6 x MAG) + 2d8 Wind Elemental damage.
Each hit also has a 60% CoS of inflicting Berserk (4).
091 Gloom Gas (E) Group Hits 3 random combatants for (6 x MAG) + 2d8 Wind Elemental damage.
Each hit also has a 60% CoS of inflicting Confuse (4).
092 Gloom Gas (F) Group Hits 3 random combatants for (6 x MAG) + 2d8 Wind Elemental damage.
Each hit also has a 60% CoS of inflicting Slow (4).
093 Gloom Gas (G) Group Hits 3 random combatants for (6 x MAG) + 2d8 Wind Elemental damage.
Each hit also has a 60% CoS of inflicting Stop (4).
094 Gloom Gas (H) Group Hits 3 random combatants for (6 x MAG) + 2d8 Wind Elemental damage.
Each hit also has a 60% CoS of inflicting Mini (4).
095 Gloom Gas (I) Group Hits 3 random combatants for (6 x MAG) + 2d8 Wind Elemental damage.
Each hit also has a 60% CoS of inflicting Toad (4).
096 Gloom Gas (J) Group Hits 3 random combatants for (6 x MAG) + 2d8 Wind Elemental damage.
Each hit also has a 60% CoS of inflicting Zombie (4).
097 Gloom Gas (K) Group Hits 3 random combatants for (6 x MAG) + 2d8 Wind Elemental damage.
Each hit also has a 60% CoS of inflicting Stone ().
098 Gloom Gas (L) Group Hits 3 random combatants for (6 x MAG) + 2d8 Wind Elemental damage.
Each hit also has a 60% CoS of reducing combatant to 0 HP (Death-type effect).
099 Downpour Group Hits 6 random combatants for (4 x MAG) + d8 Water Elemental damage.
100 Flash Flood Group Hits 6 random combatants for (5 x MAG) + d8 Water Elemental damage.
101 Deluge Group Hits 6 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
102 Aqua Toxin (A) Group Hits 3 random combatants for (4 x MAG) + d8 Water Elemental damage.
Each hit also has a 30% CoS of inflicting Silence (6).
103 Aqua Toxin (B) Group Hits 3 random combatants for (4 x MAG) + d8 Water Elemental damage.
Each hit also has a 30% CoS of inflicting Blind (6).
104 Aqua Toxin (C) Group Hits 3 random combatants for (4 x MAG) + d8 Water Elemental damage.
Each hit also has a 30% CoS of inflicting Sleep (6).
105 Aqua Toxin (D) Group Hits 3 random combatants for (4 x MAG) + d8 Water Elemental damage.
Each hit also has a 30% CoS of inflicting Berserk (6).
106 Aqua Toxin (E) Group Hits 3 random combatants for (4 x MAG) + d8 Water Elemental damage.
Each hit also has a 30% CoS of inflicting Confuse (6).
107 Aqua Toxin (F) Group Hits 3 random combatants for (4 x MAG) + d8 Water Elemental damage.
Each hit also has a 30% CoS of inflicting Slow (6).
108 Aqua Toxin (G) Group Hits 3 random combatants for (4 x MAG) + d8 Water Elemental damage.
Each hit also has a 30% CoS of inflicting Mini (6).
109 Aqua Toxin (H) Group Hits 3 random combatants for (4 x MAG) + d8 Water Elemental damage.
Each hit also has a 30% CoS of inflicting Toad (6).
FINAL FANTASY THE ROLEPLAYING GAME 301
NUMBER MIXTURE NAME TARGET EFFECT
110 Aqua Toxin (I) Group Hits 3 random combatants for (4 x MAG) + d8 Water Elemental damage.
Each hit also has a 30% CoS of inflicting Zombie (6).
111 Dark Rain (A) Group Hits 3 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
Each hit also has a 60% CoS of inflicting Silence (4).
112 Dark Rain (B) Group Hits 3 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
Each hit also has a 60% CoS of inflicting Blind (4).
113 Dark Rain (C) Group Hits 3 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
Each hit also has a 60% CoS of inflicting Sleep (4).
114 Dark Rain (D) Group Hits 3 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
Each hit also has a 60% CoS of inflicting Berserk (4).
115 Dark Rain (E) Group Hits 3 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
Each hit also has a 60% CoS of inflicting Confuse (4).
116 Dark Rain (F) Group Hits 3 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
Each hit also has a 60% CoS of inflicting Slow (4).
117 Dark Rain (G) Group Hits 3 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
Each hit also has a 60% CoS of inflicting Stop (4).
118 Dark Rain (H) Group Hits 3 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
Each hit also has a 60% CoS of inflicting Mini (4).
119 Dark Rain (I) Group Hits 3 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
Each hit also has a 60% CoS of inflicting Toad (4).
120 Dark Rain (J) Group Hits 3 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
Each hit also has a 60% CoS of inflicting Zombie (4).
121 Dark Rain (K) Group Hits 3 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
Each hit also has a 60% CoS of inflicting Stone ().
122 Dark Rain (L) Group Hits 3 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
Each hit also has a 60% CoS of reducing combatant to 0 HP (Death-type effect).
123 Soil Evidence Group Hits 6 random combatants for (5 x MAG) + d8 Earth Elemental damage.
124 Landscraper Group Hits 6 random combatants for (6 x MAG) + 2d8 Earth Elemental damage.
125 Heavy Dust (A) Group Hits 3 random combatants for (6 x MAG) + 2d8 Earth Elemental damage.
Each hit also has a 60% CoS of inflicting Silence (4).
126 Heavy Dust (B) Group Hits 3 random combatants for (6 x MAG) + 2d8 Earth Elemental damage.
Each hit also has a 60% CoS of inflicting Blind (4).
127 Heavy Dust (C) Group Hits 3 random combatants for (6 x MAG) + 2d8 Earth Elemental damage.
Each hit also has a 60% CoS of inflicting Sleep (4).
128 Heavy Dust (D) Group Hits 3 random combatants for (6 x MAG) + 2d8 Earth Elemental damage.
Each hit also has a 60% CoS of inflicting Berserk (4).
129 Heavy Dust (E) Group Hits 3 random combatants for (6 x MAG) + 2d8 Earth Elemental damage.
Each hit also has a 60% CoS of inflicting Confuse (4).
130 Heavy Dust (F) Group Hits 3 random combatants for (6 x MAG) + 2d8 Earth Elemental damage.
Each hit also has a 60% CoS of inflicting Slow (4).
131 Heavy Dust (G) Group Hits 3 random combatants for (6 x MAG) + 2d8 Earth Elemental damage.
Each hit also has a 60% CoS of inflicting Stop (4).
132 Heavy Dust (H) Group Hits 3 random combatants for (6 x MAG) + 2d8 Earth Elemental damage.
Each hit also has a 60% CoS of inflicting Mini (4).
133 Heavy Dust (I) Group Hits 3 random combatants for (6 x MAG) + 2d8 Earth Elemental damage.
Each hit also has a 60% CoS of inflicting Toad (4).
134 Heavy Dust (J) Group Hits 3 random combatants for (6 x MAG) + 2d8 Earth Elemental damage.
Each hit also has a 60% CoS of inflicting Zombie (4).
135 Heavy Dust (K) Group Hits 3 random combatants for (6 x MAG) + 2d8 Earth Elemental damage.
Each hit also has a 60% CoS of inflicting Stone ().
136 Heavy Dust (L) Group Hits 3 random combatants for (6 x MAG) + 2d8 Earth Elemental damage.
Each hit also has a 60% CoS of reducing combatant to 0 HP (Death-type effect).
FINAL FANTASY THE ROLEPLAYING GAME 302
NUMBER MIXTURE NAME TARGET EFFECT
137 Dark Breath Group Hits 7 random combatants for (6 x MAG) + 2d8 Shadow Elemental damage.
138 Dark Sigh (A) Group Hits 4 random combatants for (6 x MAG) + 2d8 Shadow Elemental damage.
Each hit also has a 60% CoS of inflicting Silence (4).
139 Dark Sigh (B) Group Hits 4 random combatants for (6 x MAG) + 2d8 Shadow Elemental damage.
Each hit also has a 60% CoS of inflicting Blind (4).
140 Dark Sigh (C) Group Hits 4 random combatants for (6 x MAG) + 2d8 Shadow Elemental damage.
Each hit also has a 60% CoS of inflicting Sleep (4).
141 Dark Sigh (D) Group Hits 4 random combatants for (6 x MAG) + 2d8 Shadow Elemental damage.
Each hit also has a 60% CoS of inflicting Berserk (4).
142 Dark Sigh (E) Group Hits 4 random combatants for (6 x MAG) + 2d8 Shadow Elemental damage.
Each hit also has a 60% CoS of inflicting Confuse (4).
143 Dark Sigh (F) Group Hits 4 random combatants for (6 x MAG) + 2d8 Shadow Elemental damage.
Each hit also has a 60% CoS of inflicting Slow (4).
144 Dark Sigh (G) Group Hits 4 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
Each hit also has a 60% CoS of inflicting Stop (4).
145 Dark Sigh (H) Group Hits 4 random combatants for (6 x MAG) + 2d8 Shadow Elemental damage.
Each hit also has a 60% CoS of inflicting Mini (4).
146 Dark Sigh (I) Group Hits 4 random combatants for (6 x MAG) + 2d8 Shadow Elemental damage.
Each hit also has a 60% CoS of inflicting Toad (4).
147 Dark Sigh (J) Group Hits 4 random combatants for (6 x MAG) + 2d8 Shadow Elemental damage.
Each hit also has a 60% CoS of inflicting Zombie (4).
148 Dark Sigh (K) Group Hits 4 random combatants for (6 x MAG) + 2d8 Shadow Elemental damage.
Each hit also has a 60% CoS of inflicting Stone ().
149 Dark Sigh (L) Group Hits 4 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
Each hit also has a 60% CoS of reducing combatant to 0 HP (Death-type effect).
150 Holy Breath Group Hits 7 random combatants for (6 x MAG) + 2d8 Holy Elemental damage.
151 Star Cross (A) Group Hits 4 random combatants for (6 x MAG) + 2d8 Holy Elemental damage.
Each hit also has a 60% CoS of inflicting Silence (4).
152 Star Cross (B) Group Hits 4 random combatants for (6 x MAG) + 2d8 Holy Elemental damage.
Each hit also has a 60% CoS of inflicting Blind (4).
153 Star Cross (C) Group Hits 4 random combatants for (6 x MAG) + 2d8 Holy Elemental damage.
Each hit also has a 60% CoS of inflicting Sleep (4).
154 Star Cross (D) Group Hits 4 random combatants for (6 x MAG) + 2d8 Holy Elemental damage.
Each hit also has a 60% CoS of inflicting Berserk (4).
155 Star Cross (E) Group Hits 4 random combatants for (6 x MAG) + 2d8 Holy Elemental damage.
Each hit also has a 60% CoS of inflicting Confuse (4).
156 Star Cross (F) Group Hits 4 random combatants for (6 x MAG) + 2d8 Holy Elemental damage.
Each hit also has a 60% CoS of inflicting Slow (4).
157 Star Cross (G) Group Hits 4 random combatants for (6 x MAG) + 2d8 Holy Elemental damage.
Each hit also has a 60% CoS of inflicting Stop (4).
158 Star Cross (H) Group Hits 4 random combatants for (6 x MAG) + 2d8 Holy Elemental damage.
Each hit also has a 60% CoS of inflicting Mini (4).
159 Star Cross (I) Group Hits 4 random combatants for (6 x MAG) + 2d8 Holy Elemental damage.
Each hit also has a 60% CoS of inflicting Toad (4).
160 Star Cross (J) Group Hits 4 random combatants for (6 x MAG) + 2d8 Holy Elemental damage.
Each hit also has a 60% CoS of inflicting Zombie (4).
161 Star Cross (K) Group Hits 4 random combatants for (6 x MAG) + 2d8 Holy Elemental damage.
Each hit also has a 60% CoS of inflicting Stone ().
162 Star Cross (L) Group Hits 4 random combatants for (6 x MAG) + 2d8 Holy Elemental damage.
Each hit also has a 60% CoS of reducing combatant to 0 HP (Death-type effect).
163 Poison Sigh Group Hits 6 random combatants for (5 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of inflicting Poison ().
FINAL FANTASY THE ROLEPLAYING GAME 303
NUMBER MIXTURE NAME TARGET EFFECT
164 Poison Breath Group Hits 6 random combatants for (6 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of inflicting Poison ().
165 Poison Gas (A) Group Hits 3 random combatants for (6 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of inflicting Silence (4) and Poison ().
166 Poison Gas (B) Group Hits 3 random combatants for (6 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of inflicting Blind (4) and Poison ().
167 Poison Gas (C) Group Hits 3 random combatants for (6 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of inflicting Sleep (4) and Poison ().
168 Poison Gas (D) Group Hits 3 random combatants for (6 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of inflicting Berserk (4) and Poison ().
169 Poison Gas (E) Group Hits 3 random combatants for (6 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of inflicting Confuse (4) and Poison ().
170 Poison Gas (F) Group Hits 3 random combatants for (6 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of inflicting Slow (4) and Poison ().
171 Poison Gas (G) Group Hits 3 random combatants for (6 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of inflicting Stop (4) and Poison ().
172 Poison Gas (H) Group Hits 3 random combatants for (6 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of inflicting Mini (4) and Poison ().
173 Poison Gas (I) Group Hits 3 random combatants for (6 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of inflicting Toad (4) and Poison ().
174 Poison Gas (J) Group Hits 3 random combatants for (6 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of inflicting Zombie (4) and Poison ().
175 Poison Gas (K) Group Hits 3 random combatants for (6 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of inflicting Stone () and Poison ().
176 Poison Gas (L) Group Hits 3 random combatants for (6 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of reducing combatant to 0 HP (Death-type effect) and
inflicting Poison ().
177 Poison Gas (M) Group Hits 3 random combatants for (6 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of inflicting Heat () and Poison ().
178 Poison Gas (N) Group Hits 3 random combatants for (6 x MAG) + 2d8 Bio Elemental damage.
Each hit also has a 60% CoS of inflicting Frozen () and Poison ().
179 Blaster Mine Group Hits 6 random combatants for (4 x MAG) + d6 Physical damage.
180 Hazardous Shell Group Hits 6 random combatants for (5 x MAG) + d6 Physical damage.
181 Calamity Bomb (A) Group Hits 3 random combatants for (4 x MAG) + d8 Physical damage.
Each hit also has a 30% CoS of inflicting Silence (6).
182 Calamity Bomb (B) Group Hits 3 random combatants for (4 x MAG) + d8 Physical damage.
Each hit also has a 30% CoS of inflicting Blind (6).
183 Calamity Bomb (C) Group Hits 3 random combatants for (4 x MAG) + d8 Physical damage.
Each hit also has a 30% CoS of inflicting Sleep (6).
184 Calamity Bomb (D) Group Hits 3 random combatants for (4 x MAG) + d8 Physical damage.
Each hit also has a 30% CoS of inflicting Berserk (6).
185 Calamity Bomb (E) Group Hits 3 random combatants for (4 x MAG) + d8 Physical damage.
Each hit also has a 30% CoS of inflicting Confuse (6).
186 Calamity Bomb (F) Group Hits 3 random combatants for (4 x MAG) + d8 Physical damage.
Each hit also has a 30% CoS of inflicting Slow (6).
187 Calamity Bomb (G) Group Hits 3 random combatants for (4 x MAG) + d8 Physical damage.
Each hit also has a 30% CoS of inflicting Stop (6).
188 Calamity Bomb (H) Group Hits 3 random combatants for (4 x MAG) + d8 Physical damage.
Each hit also has a 30% CoS of inflicting Mini (6).
189 Calamity Bomb (I) Group Hits 3 random combatants for (4 x MAG) + d8 Physical damage.
Each hit also has a 30% CoS of inflicting Toad (6).
190 Calamity Bomb (J) Group Hits 3 random combatants for (4 x MAG) + d8 Physical damage.
Each hit also has a 30% CoS of inflicting Zombie (6).
FINAL FANTASY THE ROLEPLAYING GAME 304
NUMBER MIXTURE NAME TARGET EFFECT
191 Calamity Bomb (K) Group Hits 3 random combatants for (4 x MAG) + d8 Physical damage.
Each hit also has a 30% CoS of inflicting Stone ().
192 Calamity Bomb (L) Group Hits 3 random combatants for (4 x MAG) + d8 Physical damage.
Each hit also has a 30% CoS of reducing combatant to 0 HP (Death-type effect)
193 Calamity Bomb (M) Group Hits 3 random combatants for (4 x MAG) + d8 Physical damage.
Each hit also has a 30% CoS of inflicting Heat (2).
194 Calamity Bomb (N) Group Hits 3 random combatants for (4 x MAG) + d8 Physical damage.
Each hit also has a 30% CoS of inflicting Frozen (2).
195 Chaos Grenade (A) Group Hits 3 random combatants for (6 x MAG) + 2d8 Physical damage.
Each hit also has a 60% CoS of inflicting Silence (4).
196 Chaos Grenade (B) Group Hits 3 random combatants for (6 x MAG) + 2d8 Physical damage.
Each hit also has a 60% CoS of inflicting Blind (4).
197 Chaos Grenade (C) Group Hits 3 random combatants for (6 x MAG) + 2d8 Physical damage.
Each hit also has a 60% CoS of inflicting Sleep (4).
198 Chaos Grenade (D) Group Hits 3 random combatants for (6 x MAG) + 2d8 Physical damage.
Each hit also has a 60% CoS of inflicting Berserk (4).
199 Chaos Grenade (E) Group Hits 3 random combatants for (6 x MAG) + 2d8 Physical damage.
Each hit also has a 60% CoS of inflicting Confuse (4).
200 Chaos Grenade (F) Group Hits 3 random combatants for (6 x MAG) + 2d8 Physical damage.
Each hit also has a 60% CoS of inflicting Slow (4).
201 Chaos Grenade (G) Group Hits 3 random combatants for (6 x MAG) + 2d8 Physical damage.
Each hit also has a 60% CoS of inflicting Stop (4).
202 Chaos Grenade (H) Group Hits 3 random combatants for (6 x MAG) + 2d8 Physical damage.
Each hit also has a 60% CoS of inflicting Mini (4).
203 Chaos Grenade (I) Group Hits 3 random combatants for (6 x MAG) + 2d8 Physical damage.
Each hit also has a 60% CoS of inflicting Toad (4).
204 Chaos Grenade (J) Group Hits 3 random combatants for (6 x MAG) + 2d8 Physical damage.
Each hit also has a 60% CoS of inflicting Zombie (4).
205 Chaos Grenade (K) Group Hits 3 random combatants for (6 x MAG) + 2d8 Physical damage.
Each hit also has a 60% CoS of inflicting Stone ().
206 Chaos Grenade (L) Group Hits 3 random combatants for (6 x MAG) + 2d8 Water Elemental damage.
Each hit also has a 60% CoS of reducing combatant to 0 HP (Death-type effect).
207 Chaos Grenade (M) Group Hits 3 random combatants for (6 x MAG) + 2d8 Physical damage.
Each hit also has a 60% CoS of inflicting Heat (2).
208 Chaos Grenade (N) Group Hits 3 random combatants for (4 x MAG) + d8 Physical damage.
Each hit also has a 30% CoS of inflicting Frozen (2).
209 Supernova Group Inflicts 1998 Magical damage on all combatants in targeted Group.
210 Nega Burst Group Expertise, M. EVA CoS of reducing active combatant's current HP by 50%.
211 Elixir of Darkness Single Expertise, M. EVA CoS of reducing target to 1 HP and 0 MP.
212 Dark Tonic (A) Group Expertise, M. EVA CoS of inflicting Silence (6), Blind (6) on each combatant.
213 Dark Tonic (B) Group Expertise, M. EVA CoS of inflicting Silence (6), Sleep (6) on each combatant.
214 Dark Tonic (C) Group Expertise, M. EVA CoS of inflicting Silence (6), Berserk (6) on each combatant.
215 Dark Tonic (D) Group Expertise, M. EVA CoS of inflicting Silence (6), Confuse (6) on each combatant.
216 Dark Tonic (E) Group Expertise, M. EVA CoS of inflicting Silence (6), Slow (6) on combatant.
217 Dark Tonic (F) Group Expertise, M. EVA CoS of inflicting Silence (6), Stop (6) on combatant.
218 Dark Tonic (G) Group Expertise, M. EVA CoS of inflicting Silence (6), Mini (6) on combatant.
219 Dark Tonic (H) Group Expertise, M. EVA CoS of inflicting Silence (6), Toad (6) on combatant.
220 Dark Tonic (I) Group Expertise, M. EVA CoS of inflicting Silence (6), Zombie (6) on combatant.
221 Dark Tonic (J) Group Expertise, M. EVA CoS of inflicting Silence (6), Stone () on combatant.
222 Dark Tonic (K) Group Expertise, M. EVA CoS of inflicting Silence (6), Heat (2) on combatant.
223 Dark Tonic (L) Group Expertise, M. EVA CoS of inflicting Silence (6), Frozen (2) on each combatant.
FINAL FANTASY THE ROLEPLAYING GAME 305
NUMBER MIXTURE NAME TARGET EFFECT
224 Dark Tonic (M) Group Expertise, M. EVA CoS of inflicting Blind (6), Sleep (6) on each combatant.
226 Dark Tonic (O) Group Expertise, M. EVA CoS of inflicting Blind (6), Confuse (6) on each combatant.
227 Dark Tonic (P) Group Expertise, M. EVA CoS of inflicting Blind (6), Slow (6) on each combatant.
228 Dark Tonic (Q) Group Expertise, M. EVA CoS of inflicting Blind (6), Stop (6) on each combatant.
229 Dark Tonic (R) Group Expertise, M. EVA CoS of inflicting Blind (6), Mini (6) on each combatant.
230 Dark Tonic (S) Group Expertise, M. EVA CoS of inflicting Blind (6), Toad (6) on each combatant.
231 Dark Tonic (T) Group Expertise, M. EVA CoS of inflicting Blind (6), Zombie (6) on each combatant.
232 Dark Tonic (U) Group Expertise, M. EVA CoS of inflicting Blind (6), Stone () on each combatant.
233 Dark Tonic (V) Group Expertise, M. EVA CoS of inflicting Blind (6), Heat (2) on each combatant.
234 Dark Tonic (W) Group Expertise, M. EVA CoS of inflicting Blind (6), Frozen (2) on each combatant.
235 Dark Tonic (X) Group Expertise, M. EVA CoS of inflicting Sleep (6), Berserk (6) on each combatant.
236 Dark Tonic (Y) Group Expertise, M. EVA CoS of inflicting Sleep (6), Confuse (6) on each combatant.
237 Dark Tonic (Z) Group Expertise, M. EVA CoS of inflicting Sleep (6), Slow (6) on each combatant.
238 Dark Tonic (A2) Group Expertise, M. EVA CoS of inflicting Sleep (6), Stop (6) on each combatant.
239 Dark Tonic (B2) Group Expertise, M. EVA CoS of inflicting Sleep (6), Mini (6) on each combatant.
240 Dark Tonic (C2) Group Expertise, M. EVA CoS of inflicting Sleep (6), Toad (6) on each combatant.
241 Dark Tonic (D2) Group Expertise, M. EVA CoS of inflicting Sleep (6), Zombie (6) on each combatant.
242 Dark Tonic (E2) Group Expertise, M. EVA CoS of inflicting Sleep (6), Stone () on each combatant.
243 Dark Tonic (F2) Group Expertise, M. EVA CoS of inflicting Sleep (6), Heat (2) on each combatant.
244 Dark Tonic (G2) Group Expertise, M. EVA CoS of inflicting Sleep (6), Frozen (2) on each combatant.
245 Dark Tonic (H2) Group Expertise, M. EVA CoS of inflicting Berserk (6), Confuse (6) on each combatant.
246 Dark Tonic (I2) Group Expertise, M. EVA CoS of inflicting Berserk (6), Slow (6) on each combatant.
247 Dark Tonic (J2) Group Expertise, M. EVA CoS of inflicting Berserk (6), Stop (6) on each combatant.
248 Dark Tonic (K2) Group Expertise, M. EVA CoS of inflicting Berserk (6), Mini (6) on each combatant.
249 Dark Tonic (L2) Group Expertise, M. EVA CoS of inflicting Berserk (6), Toad (6) on each combatant.
250 Dark Tonic (M2) Group Expertise, M. EVA CoS of inflicting Berserk (6), Zombie (6) on each combatant.
252 Dark Tonic (O2) Group Expertise, M. EVA CoS of inflicting Berserk (6), Heat (2) on each combatant.
253 Dark Tonic (P2) Group Expertise, M. EVA CoS of inflicting Berserk (6), Frozen (2) on each combatant.
254 Dark Tonic (Q2) Group Expertise, M. EVA CoS of inflicting Confuse (6), Slow (6) on each combatant.
255 Dark Tonic (R2) Group Expertise, M. EVA CoS of inflicting Confuse (6), Stop (6) on each combatant.
256 Dark Tonic (S2) Group Expertise, M. EVA CoS of inflicting Confuse (6), Mini (6) on each combatant.
257 Dark Tonic (T2) Group Expertise, M. EVA CoS of inflicting Confuse (6), Toad (6) on each combatant.
258 Dark Tonic (U2) Group Expertise, M. EVA CoS of inflicting Confuse (6), Zombie (6) on each combatant.
259 Dark Tonic (V2) Group Expertise, M. EVA CoS of inflicting Confuse (6), Stone () on each combatant.
260 Dark Tonic (W2) Group Expertise, M. EVA CoS of inflicting Confuse (6), Heat (2) on each combatant.
261 Dark Tonic (X2) Group Expertise, M. EVA CoS of inflicting Confuse (6), Frozen (2) on each combatant.
262 Dark Tonic (Y2) Group Expertise, M. EVA CoS of inflicting Slow (6), Stop (6) on each combatant.
263 Dark Tonic (Z2) Group Expertise, M. EVA CoS of inflicting Slow (6), Mini (6) on each combatant.
264 Dark Tonic (A3) Group Expertise, M. EVA CoS of inflicting Slow (6), Toad (6) on each combatant.
265 Dark Tonic (B3) Group Expertise, M. EVA CoS of inflicting Slow (6), Zombie (6) on each combatant.
266 Dark Tonic (C3) Group Expertise, M. EVA CoS of inflicting Slow (6), Stone () on each combatant.
267 Dark Tonic (D3) Group Expertise, M. EVA CoS of inflicting Slow (6), Heat (2) on each combatant.
268 Dark Tonic (E3) Group Expertise, M. EVA CoS of inflicting Slow (6), Frozen (2) on each combatant.
269 Dark Tonic (F3) Group Expertise, M. EVA CoS of inflicting Mini (6), Toad (6) on each combatant.
270 Dark Tonic (G3) Group Expertise, M. EVA CoS of inflicting Mini (6), Zombie (6) on each combatant.
271 Dark Tonic (H3) Group Expertise, M. EVA CoS of inflicting Mini (6), Stone () on each combatant.
272 Dark Tonic (I3) Group Expertise, M. EVA CoS of inflicting Mini (6), Heat (2) on each combatant.
273 Dark Tonic (J3) Group Expertise, M. EVA CoS of inflicting Mini (6), Frozen (2) on each combatant.
274 Dark Tonic (K3) Group Expertise, M. EVA CoS of inflicting Stop (6), Mini (6) on each combatant.
275 Dark Tonic (L3) Group Expertise, M. EVA CoS of inflicting Stop (6), Toad (6) on each combatant.
276 Dark Tonic (M3) Group Expertise, M. EVA CoS of inflicting Stop (6), Zombie (6) on each combatant.
FINAL FANTASY THE ROLEPLAYING GAME 306
NUMBER MIXTURE NAME TARGET EFFECT
277 Dark Tonic (N3) Group Expertise, M. EVA CoS of inflicting Stop (6), Stone () on each combatant.
278 Dark Tonic (O3) Group Expertise, M. EVA CoS of inflicting Stop (6), Heat (2) on each combatant.
279 Dark Tonic (P3) Group Expertise, M. EVA CoS of inflicting Stop (6), Frozen (2) on each combatant.
280 Dark Tonic (Q3) Group Expertise, M. EVA CoS of inflicting Toad (6), Zombie (6) on each combatant.
281 Dark Tonic (R3) Group Expertise, M. EVA CoS of inflicting Toad (6), Stone () on each combatant.
282 Dark Tonic (S3) Group Expertise, M. EVA CoS of inflicting Toad (6), Heat (2) on each combatant.
283 Dark Tonic (T3) Group Expertise, M. EVA CoS of inflicting Toad (6), Frozen (2) on each combatant.
284 Dark Tonic (U3) Group Expertise, M. EVA CoS of inflicting Zombie (6), Stone () on each combatant.
285 Dark Tonic (V3) Group Expertise, M. EVA CoS of inflicting Zombie (6), Heat (2) on each combatant.
286 Dark Tonic (W3) Group Expertise, M. EVA CoS of inflicting Zombie (6), Frozen (2) on each combatant.
287 Dark Tonic (X3) Group Expertise, M. EVA CoS of inflicting Stone (), Heat (2) on each combatant.
288 Dark Tonic (Y3) Group Expertise, M. EVA CoS of inflicting Stone (), Frozen (2) on each combatant.
289 Dark Tonic (Z3) Group Expertise, M. EVA CoS of inflicting Heat (2), Frozen (2) on each combatant.
290 Dark Potion (A) Single 90% flat CoS of inflicting Silence ()
291 Dark Potion (B) Single 90% flat CoS of inflicting Blind ()
292 Dark Potion (C) Single 90% flat CoS of inflicting Sleep ()
293 Dark Potion (D) Single 90% flat CoS of inflicting Berserk ()
294 Dark Potion (E) Single 90% flat CoS of inflicting Confuse ()
295 Dark Potion (F) Single 90% flat CoS of inflicting Slow ()
296 Dark Potion (G) Single 90% flat CoS of inflicting Stop ()
297 Dark Potion (H) Single 90% flat CoS of inflicting Mini ()
298 Dark Potion (I) Single 90% flat CoS of inflicting Toad ()
299 Dark Potion (J) Single 90% flat CoS of inflicting Zombie ()
300 Dark Potion (K) Single 90% flat CoS of inflicting Stone ()
301 Dark Potion (L) Single 90% flat CoS of inflicting Heat ()
302 Dark Potion (M) Single 90% flat CoS of inflicting Frozen ()
303 Elixir of Death Group Expertise, M. EVA CoS of reducing each combatants HP to 0 (Death-type effect).
304 Evil Gaze Single Expertise, M. EVA CoS of inflicting Blind (6), Condemned (4), Confuse (6),
Disable (6), Immobilize (6), Meltdown (4), Silence (6), Sleep (6), Venom (4),
Zombie (6) on target.
CHAPTER GLOSSARY
The following list recaps some of the most important concepts
introduced in this chapter for quick reference.
Complexity Grade. Measure of a crafting projects complexity.
Invention Level. Measure of an Inventions overall power.
Size Grade. Measure of a crafting projects size.
Workshop Hour. One hour of uninterrupted work in a space that
has all the materials and equipment needed for the crafter to do his
work.
FINAL FANTASY THE ROLEPLAYING GAME 307
AII
__
MONSTER CREATION SYSTEM

Hmph. I've fought worse!


Gilgamesh
FINAL FANTASY XII
The old adage maintains that good cannot exist without evil.
Nowhere is this more true than in the worlds of Final Fantasy,
where the road to ones destiny is paved with the bones of evil,
ravening, and outright bizarre foes.
Appendix II is home to the Monster Creation System (MCS), an in-
depth toolkit for assembling monsters of all stripes. Whether great,
small, annoying, or outright world-threatening, the guides in this
Appendix allow you to create all of them with ease. Designing a
monster is not significantly different from designing a character;
both use a systematic step-by-step process which may seem
overwhelming at first, but will become increasingly familiar over
time. As with character creation, it may take a few attempts before
the process clicks.' Because of this, you should take the time to
throw together a few practice monsters before creating opponents
for your players in earnest.
MONSTER PROFILE
Monster designs begin with a basic outline of the creature, called
its profile.' Like a characters background, the profile helps to
establish the monsters personality and basic characteristics
through ten separate headings: Category, Monster Family, Location,
Appearance, Size, Intelligence, Behavior, Frequency, Encounter Size,
Reaction, and Senses. Each of these ten will be explained in detail
over the next few pages.
CATEGORY
Begin by selecting one or more of the fourteen Monster Categories
below. Aside from establishing what [Enemy Type] Killer Weapons
and Advantages harm your creature, the Category also offers a
broad template from which the finer details of the monster can be
worked out. Categories are not mutually exclusive; dual-category
monsters such as Demon/Beast, Machina/Aerial and
Dragon/Undead are all perfectly plausible. If the Category is not
immediately obvious, skip this step and come back once the
monsters other characteristics have been determined.
Abnormal
Generic monsters that fit in no other category, including unique or
one-of-a-kind creatures.
Examples: Chimera, Presenter, Turtapod
Recommended Abilities: Any
Aerial
Monsters with the power to defy gravity, usually through wings, but
occasionally through more exotic means, such as inflated bladders,
gas sacs, or magic.
Examples: Bats, Hell Divers, Zuus
Recommended Abilities: Elemental Weakness (Wind), Move-Flight
Amorph
Shapeless monsters with no discernible anatomy that are all but
impervious against conventional weapons. Some Amorphs may be
capable of shifting from one form to another.
Examples: Blobras, Flans
Recommended Abilities: Heavy Armor
Aquan
Water-dwelling monsters. Though usually only encountered in their
native element, they may occasionally venture onto dry land to
terrorize its denizens.
Examples: Caribes, Sahagins, Sharks
Recommended Abilities: Elemental Weakness (Lightning), Elemental
Resistance (Water), Move-Water
Arcana
Monsters created of raw magic, typically as a result of a Spell.
Examples: Bombs, Elementals, Summons
Recommended Abilities: Any
Beast
The natural inhabitants of the world. Includes monstrous animals
and other fauna twisted by magic.
Examples: Fangs, Mu, Snow Lions
Recommended Abilities: Any
Constructs
Lifeless constructs of stone, wood, or other material, animated by
magic or technology.
Examples: Golems, Sol Cannons, Warmechs
Recommended Abilities: Elemental Immunity (Bio), Drain Proof,
Status Immunity (Mystify), Status Immunity (Toxin), Status Immunity
(Transform).
Dragon
Monstrous reptiles with a serpentine bent. Covers the classic
winged dragons as well as their groundbound relatives.
Examples: Dragons, Hydras, Wyverns
Recommended Abilities: Any
FINAL FANTASY THE ROLEPLAYING GAME 308
Fiend
Supernatural opponents serving the cause of evil. Fiends are
generally highly adept with the use of magic.
Examples: Ahrimans, Buers, Imps
Recommended Abilities: Elemental Weakness (Holy), Elemental
Resistance (Shadow)
Humanoid
Creatures of humanoid proportions and modest intelligence.
Examples: Humans, Elves, Gigases, Gnolls, Goblins, Orcs, Yagudo
Recommended Abilities: Elemental Weakness (Bio)
Insect
Insects come in countless shapes and sizes, and are typically
protected by tough, chitinous shells.
Examples: Antlions, Grand Mantises, Sand Scorpions
Recommended Abilities: Elemental Weakness (Ice)
Lizard
Reptiles who dont readily fall into the Dragon category. They
typically rely more on natural means of offense than magical ones.
Examples: Anacondaurs, Basilisks
Recommended Abilities: Elemental Weakness (Ice)
Plant
Animated and mutated plant matter as well as natural hazards such
as carnivorous plants.
Examples: Cactuars, Malboros, Ochu
Recommended Abilities: Elemental Weakness (Fire)
Undead
The living dead are creatures reanimated by foul sorcery or
supernatural circumstance.
Examples: Ghosts, Skeletons, Zombies
Recommended Abilities: Auto-Zombie, Elemental Weakness (Fire),
Elemental Weakness (Holy)
! Why Recommended?
Anybody whos had some familiarity with the Final Fantasy
games may wonder why Categories dont have firmly defined
Abilities attached to them. In many of the e-games, certain
monster categories do have standardized weaknesses and
properties, but these are not consistent throughout the series.
Final Fantasy X, for instance, introduced Undead opponents
resistant to Fire, in stark contrast to previous games. For this
reason, idiosyncrasies typically found in given Monster
Categories are recommended rather than required.
MONSTER FAMILY
A creatures Monster Family acts as sub-category for the Monster
Category, and serves as a convenient way to group together
monsters with similar characteristics. If your monster is an entirely
new creation, the Monster Family will usually be named after it; if
you are just adding a monster to an existing Monster Family, use
the name already in place.
LOCATION
Where the monster is most likely to be encountered; usually its
preferred habitat, or range of habitats. Basic concept and Category
will take most of the guesswork out of this Aquan monsters will
be found in Rivers, Lakes, and Oceans, while Plants are more at
home in places like Jungles and Forests. The environment a
monster lives in also provides a starting point for assigning things
like Elemental Resistances and Immunities later on obviously, a
glacier-dwelling monster is more likely to be able to brave Blizzard
Spells than one inhabiting a volcano. The thirteen types of Location
are:
Desert. Hot, arid, sandy regions.
Dungeons. A catchall term for the towers and fortresses
inhabited by evil masterminds. Unlike ruins, dungeons are still in
active use, and are significantly nastier as a result.
Forests. Dense temperate forests and woodlands made up of
timber trees. Not to be confused with jungles.
Hills. Grassy or wooded highlands.
Jungles. Hot and humid areas of tropical rainforest, with heavy
rainfall and even heavier vegetation.
Marshes. Alternately known as swamps. Fetid wetlands notorious
for their muddy, unstable ground.
Mountains. Rocky highlands characterized by sparser, tougher
vegetation and colder temperatures.
Plains. Also called steppe or veldt. Typically large, unbroken
stretches of rolling grassland.
Oceans. The open sea.
Rivers/Lakes. Large, natural bodies of flowing or standing
freshwater located inland.
Ruins. Disused and abandoned buildings or areas of habitation.
Unlike dungeons, ruins are claimed by nobody, and have fallen into
an advanced state of disrepair as a result.
Towns. Areas of civilization Though the term town is used, this
category applies to settlements of any size, from tiny hamlets to
large cities.
Tundra. Cold deserts' marked by sparse vegetation, periodic
snowfall and extreme temperatures.
Underground. Caves, caverns, tunnels, mines, and any other
areas characterized by persistent lack of sunlight and cool, damp
environs.
Like Categories, Locations are not mutually exclusive a monster
can be found in two or more Locations if their physiology supports
it. If you are creating a monster for a campaign world, generic
Location types can be replaced with specific locations in that world.
APPEARANCE
In short, what the monster looks like. Again, the Category will take
most of the guesswork out of this Dragons will be vaguely
reptilian in appearance, Amorphs blobs and oozes, Machina tough
and composed of inorganic materials. Even within a type, however,
theres tremendous potential for diversity. A dragon can just as
FINAL FANTASY THE ROLEPLAYING GAME 309
easily be a nine-headed monstrosity covered with golden scales or
a polychromatic serpent, have six wings, chitinous armor, or shining
feathers. Dont be afraid to take a few risks and mix things up;
many of the most memorable creatures inhabiting the Final Fantasy
universe are ones that stray more than just a little from the norm.
Habitat, too, plays a role in shaping appearance. Creatures living
in extreme heat or cold will typically have bodies adapted to these
conditions shaggy fur and other natural insulation in the case of
cold-dwellers, heat-resistant and water-retaining features for those
making their homes in deserts. Remember that appearance is
primarily a visual calling card. A short, vivid set of details that stick
in your players minds long after the encounter ultimately will pay
greater dividends than a long-winded description cataloging the
size of every claw and talon.
SIZE
The monsters overall size measured in meters. More of a cosmetic
consideration than a practical one; whilst size does give some
indication as to the monsters overall resilience and power, small
monsters are just as capable of dealing out grievous damage as
large ones, if not moreso.
INTELLIGENCE
In the FFRPG, a character's intelligence is measured by their MAG
Attribute as well as their Lore* and Language* Skills. Because
monsters do not have Skills to fall back on, a monster's intellect is
instead summed up by an Intelligence rating. Pick one of the six
ratings below:

None simply means the monster is not capable of independent
action or thought; monsters of this type rely entirely on another
monster or NPC for guidance. This kind of intelligence tends to be
characteristic of more primitive Machina and some types of
Undead.
Animal intelligence indicates a creature driven almost exclusively
by its instincts; their actions and aggressions are motivated more
by where their next meal is coming from than any kind of higher
purpose.
Primitive creatures display a spark of sentience, and may even be
capable of speaking an actual language, albeit reluctantly a club
is always far more efficient at getting the message across.
Average intelligence puts a monster at roughly human level in
terms of reasoning capacity. Demi-human races such as Goblins
and Orcs fall under this category.
High intelligence usually designates mages and other scholars of
a particular species. They can match wits with almost any member
of the party, and have a more-than-fair chance of winning the
resulting battle of minds.
Monsters with Elder intelligence are rare indeed, displaying the
kind of fierce intellect normally reserved for the wisest of Sages.
Such creatures usually have the benefit of centuries of learning
behind them, and may even be immortal.
If it necessary to reflect monsters who are slightly above or below
average for their Intelligence rating say, the difference between a
Goblin Mugger and a Goblin Mage add a plus (+) or minus (-)
after the Intelligence rating. Obviously, a monsters Intelligence will
also have a bearing on its strategy as well as its interactions with
the Party see Reaction and Behavior below.
REACTION
The monsters Reaction gauges how the monster will react to the
players when the inevitable encounter takes place, and offers a
useful yardstick for how the encounter develops from there.
Damned imbeciles. Why do you
wish to fight?
Bahamut
FINAL FANTASY VIII
For FFRPG purposes, Reactions are broken up into categories. Pick
one of the four categories below:
Friendly monsters offer advice, directions, items, or healing,
depending on the circumstances. Some may expect compensation
for their troubles, while others help the party for free.
Neutral monsters are passive, and will retaliate only if threatened
themselves. While they wont go out of their way to help the players,
they wont attempt to hinder them either. If not attacked or
otherwise intimidated and intelligent enough, they may be willing to
barter or offer their assistance in exchange for payment or some
other small favor.
Wary monsters wont pounce on the players outright, but it wont
take much to provoke their ill-will. If they feel threatened by the
Party, they will almost certainly be the first to attack.
Hostile monsters will attack PCs on sight, regardless of the
circumstances and odds. This may be for a wide variety of reasons,
ranging from territorial considerations to simple hunger.
BEHAVIOUR
Now we add a touch of color. A monsters behavior can potentially
encompass everything from feeding and mating habits to social
mores How do they react to potential threats? What do they feed
on? Do they travel in packs or alone? Do they attack ferociously or
strategically, letting the battle come to them?
This section should also cover the monsters strategies in
combat, if any. Magic-using monsters may prefer to cast debilitating
Spells like Poison or Sleep, or systematically target front-line
warriors with offensive magics, while their physical counterparts
might be more interested in going after that unprotected Mage or
bulking up their defenses via Mighty Guard. Others, such as the
Cactuar, may be inveterate cowards who run away at the first sign
of trouble usually after making sure any possible pursuers are
thoroughly incapacitated.
FREQUENCY
For the purpose of arranging random encounters and encounter
FINAL FANTASY THE ROLEPLAYING GAME 310
tables, the monster should be given a Frequency rating. This rating
simply determines how common the monster is in its native habitat.
There are five possible Frequency ratings: Common, Uncommon,
Rare, Very Rare and Unique. This last grade is usually reserved for
Boss monsters and their ilk, and means the monster will never be
encountered unless the encounter is premeditated by the GM.
ENCOUNTER SIZE
In order to make it easier for GMs to plan encounters, monster
entries should have a recommended Encounter Size to show how
many monsters are needed to provide a reasonably challenging
encounter for a party of equivalent Level. Encounter Size is
expressed in terms of values like 1/5 the first number is the
recommended number of monsters and the second the number of
PCs needed to fight it. 1/6, for instance, means one monster per
six characters if of equivalent Level. 2/1, on the other hand, reads
two monsters for every one character.' On average, a party will go
through four encounters before gaining a level, so encounter size
should be adjusted with that in mind.
Note that these numbers are likely to be rough at best; even with
trial and error, the GMs mileage may vary. For parties with
excessively powerful equipment and a healthy stock of recovery
items, even higher-level monsters wont be as much of a challenge
as they should be, while cash-strapped groups will find the inverse
to be true. Job choice also affects encounter effectiveness. If a
monster is primary weak against physical attacks and the party
composed primarily of Mages, the resulting challenge will increase
exponentially. Aim for the middle ground and assume a mixed party
of physical and magical attackers; this gives a better margin of
error than skewing the numbers towards either extreme.
! Mixing and Matching
Encounter Size can be used to put together mixed encounters
composed of several different monster types. Assume that a
GM is setting up a battle for their four-strong party. The first
monster they pick, the Rock Hound, has an Encounter Size
rating of 2/1, meaning that the balanced Group would
comprise eight Rock Hounds. However, for varietys sake, the
GM also wants to include at least one additional monster type.
Looking through their notes, they find another 2/1 monster,
the Blade Guard. They could now opt to use any mix of Rock
Hounds and Blade Guards, up to a total of eight four
Hounds and four Guards, six Guards and two Hounds, one
Guard and seven Hounds
But the GM also has a 1/2 monster, the Zombie Basilisk. If
they wanted to add a third monster to the mix, they could build
a Group out of one Zombie Basilisk, two Rock Hounds and two
Blade Guards. Alternatively, they could substitute another 1/2
monster in the possibilities are literally endless.
SENSES
Because FFRPG monsters have no Skills, they cannot use
Awareness to spot or track a party. Instead, they use Senses as a
substitute. Monsters have six total Senses at their disposal:
Day Vision is the default Sense for most monsters. If it is their
primary means of locating an opponent, they may have unusually
keen eyesight and the capacity to spot targets over long distances.
Night Vision allows monsters to see opponents in dark or dim
lighting conditions with increased clarity.
Monsters that detect based on Sound can either hear normal
sounds or in the case of burrowing monsters detect vibrations
created by movement.
Smell is generally used by Beasts to track their prey. Because
scents left by a target usually last longer than other sensory cues,
monsters that rely heavily on this sense can be highly persistent
opponents.
Undead monsters and some types of Fiend and Construct use a
Life Sense to smell out living creatures. Because of this, they
usually have trouble locating artificial constructs.
Magic sense is common amongst Arcana. In this case, the
monster can see the aura given off by natural magic-users
read: all Jobs with an MP die as well as items imbued with magic,
including Accessories, Weapons and Armor with Equipment Abilities,
Battle Items, and Support Items.
When creating the monster, give each of these Senses a Rating
from 0 to 100. If a situation arises where one or more party
members are using Stealth to sneak by the monster, use the
highest-rated Sense in place of an Awareness Rating for the
Opposed Skill Test to see whether the monster notices. Conditional
Modifiers imposed on the characters sneaking by should be
appropriate to the monster's primary sense. Wearing camouflage
will do nothing to fool a creature using Life sense, for instance
the only way to completely disguise yourself is to cast Zombie.
ATTRIBUTES AND STATISTICS
Now that the background material is complete, the number-
crunching begins in earnest. Every option given over the next few
pages has specific Gil and XP values attached to it. As you create
your monster, keep track of the modifiers listed for every choice
you make these will be particularly important at the end of the
design process.
! Multiple Forms (1)
Monsters with multiple incarnations are a time-honored Final
Fantasy traditions, particularly for final battles; defeat one
form, and your opponent promptly shifts to another, even more
powerful one. There are two ways of representing this in the
FFPRG:
If a monster can change forms at will, assume that doing so
requires a standard Ability Action to carry out. Create each
alternate form as a separate monster, but do not generate
Hit Points and Magic Points for the alternate forms; they will
use the current and maximum HP and MP values of the base
form even after they change over.
FINAL FANTASY THE ROLEPLAYING GAME 311
! Multiple Forms (2)
Calculate the Gil and XP values for the base form, then add
the Gil and XP values for every Ability and Attack used by an
alternate form but not present on the base form. Once this
has been calculated, multiply both by 1.1; this is the final Gil
and XP value of the monster.
For monsters that shift forms only after the previous form
has been defeated in combat, treat each form as a completely
independent monster. The total Gil and XP value for the
monster will be equal to the sum of all of its incarnations
values.
TYPE
Begin by selecting a Type for the monster from the list below. This
will determine its overall power level as well as its full capabilities.
Regular monsters are cannon fodder, and should make up
around 75% of the opponents the Party runs into during the
course of their adventures. However, this does necessarily not
mean that the players will have an easy time with them.
Notorious monsters are a step up, representing grizzled
veterans, favored minions, and one-of-a-kind creatures. Notorious
monsters are usually encountered at the end of every other
session; the average adventure will usually have several of these to
give the players grief. Unlike normal monsters, Notorious monsters
and their superiors can have quite developed personalities, and
should make for a memorable encounter if handled correctly.
Bosses usually appear during an adventure's climax, and should
be constructed as a typically epic showdown requiring a good deal
of the Partys resources and wit to overcome.
End Bosses are the players most powerful archenemies. These
are typically only encountered after a series of adventures, if not
the end of a full-fledged campaign, and tend to be an integral part
of the games ongoing storyline.
In game terms, Notorious, Boss, and End Boss monsters will have
significantly higher Hit Points and possess certain Abilities at no
additional cost. Several restrictions on attacks and attack modifiers
are also waived for monsters of this kind, allowing them to deal
significantly more damage to opponents. These are discussed in
more detail in the relevant sections further along. Once you have
chosen a Type, note down the Base XP and Gil Value given for it
below and continue.
TYPE BASE XP VALUE BASE GIL VALUE
Regular 40 15
Notorious 100 25
Boss 225 55
End Boss 350 90
LEVEL
Once a Type has been chosen, the next consideration is the
monsters Level. As with PCs, monsters have a Level from 1 to 99,
reflecting their overall experience and toughness. A higher Level
affects all of the monsters abilities it increases the number of
Attribute Points available to it, increases its Combat Statistics, and
improves the damage it can cause with each attack. It also
increases the number of Experience Points and Gil the monster is
worth if defeated in battle. As a rough rule of thumb, the higher the
Level, the harder and more rewarding the monster will be to
defeat.
Under most circumstances, the monsters Level will be equal to
the average Level of the Party it is intended for; a Level 28 Party,
for instance, will generally be best off facing monsters ranging from
Level 26 to Level 30. For an additional challenge, set the monsters
Level 5 to 10 Levels above the Partys average.
ATTRIBUTES
Like characters, monsters have a total of six Attributes: Strength,
Vitality, Speed, Agility, Magic, and Spirit. Every monster has a total
of (35 + Level) Attribute Points to split between these six, raising
Attribute ratings at a rate of 1 Point per 1 point in the relevant
Attribute. The monsters basic concept will have some bearing on
how these are allocated small, fast monsters will have high SPD
and AGI, but low VIT and STR, while large, lumbering ones will be
just the opposite. All Attributes must have a minimum value of 1;
other than that, there are no restrictions on allocation.
COMBAT STATISTICS
Barring one exception, monsters have the exact same Combat
Statistics PCs do. Where they differ is in the fashion in which they
are generated.
Hit Points
A monsters Hit Points determine how much damage it can soak up
before being defeated. As a general rule of thumb, the larger and
tougher a monster is, the more HP it will have at its disposal. Unlike
Jobs, monsters have no Hit Die, but a fixed value called a Hit Base;
the higher the Hit Base, the higher the monsters final HP value.
Select a Hit Base from the table below and note down the relevant
modifiers.
BASE EXAMPLE XP MODIFIER GIL MODIFIER
1 Leaf Bunny -16 -6
1.5 Goblin -8 -3
2 Sergeant 0 0
4 Ochu +18 +8
6 Behemoth +40 +19
8 Tonberry +60 +30
Once the monsters Hit Base has been decided on, use the
appropriate formula from the following list to calculate the
monsters total HP:
Type HP Formula
Regular (Hit Base x VIT x Level)
Notorious (Hit Base x VIT x Level) x 2
Boss (Hit Base x VIT x Level) x 4
End Boss (Hit Base x VIT x Level) x 6
FINAL FANTASY THE ROLEPLAYING GAME 312
Magic Points
Spellcasting Monsters will need at least some amount of MP to
power their magic; the more MP they have at their disposal, the
greater the power and extent of their spellcasting ability. Unlike the
Hit Base, a Magic Base is purely optional; if the monster has no
Spells to speak of, this step may be skipped entirely. Otherwise,
select a Magic Base from the table below and note down the
relevant modifiers.
BASE EXAMPLE XP MODIFIER GIL MODIFIER
--- Leaf Bunny 0 0
0.5 Goblin +8 +3
1 Black Mage +15 +7
1.5 Dark Force +22 +10
2 Black Waltz +35 +16
4 Magic Master +50 +28
Provided the monster has been given a Magic Base, use the
appropriate formula from the following list to calculate the
monsters total MP:
Type HP Formula
Regular (Magic Base x SPR x Level)
Notorious (Magic Base x SPR x Level) x 1.5
Boss (Magic Base x SPR x Level) x 2
End Boss (Magic Base x SPR x Level) x 3
Accuracy
Accuracy serves the same purpose in monsters as it does in a
player character, determining how accurate the monster's Attacks
are. However, as the monster does not have a Weapon Skill, ACC is
the sole deciding factor in whether or not its attacks hit. Use the
following formula to calculate the monsters ACC:
(80 + Level + (AGI x 2))
Magic Accuracy
The Magic Accuracy Combat Statistic works for monsters as it does
for players, determining the likelihood of the monsters Spells
affecting their intended target. Use the following formula to
calculate the monsters M. ACC:
(100 + Level + (MAG x 2))
Dexterity
Dexterity is used to determine the accuracy of certain attacks,
typically used in cases where the monster is inflicting a negative
status. Use the following formula to calculate the monster's DEX:
(50 + Level + (AGI x 2))
Mind
Mind is used to determine the accuracy of certain attacks, typically
used in cases where the monster is inflicting a negative status. Use
the following formula to calculate the monster's MND:
(50 + Level + (MAG x 2))
Armor
Unlike the players, monsters dont wear individual pieces of
protective gear. For this reason, their Armor rating is measured by
a single overall value called the Armor Base. Monsters with a high
Armor Base are typically protected by shells, thickened hides or
outright sheets of metal, but may also sport a larger Armor Base
simply because they are difficult to damage with conventional
attacks Amorphs are one example of this. Select an ARM Base
from the table below and note down the modifiers.
BASE EXAMPLE XP MODIFIER GIL MODIFIER
0.5 Leafer -5 -2
1 Goblin 0 0
2 Dark Knight +10 +5
4 Golem +19 +9
6 Iron Giant +26 +18
Once the monsters Armor Base has been decided on, use the
following formula to calculate the monsters ARM:
(Armor Base x Level + (VIT / 2))
Generally speaking, monsters with a high ARM value should have
a comparatively low M. ARM, and vice versa.
Magic Armor
As with Armor, Magic Armor in monsters is based on a single value
the monsters Magic Armor Base rather than many separate
pieces of armor. Select an Magic Armor Base from the table below
and note down the modifiers.
BASE EXAMPLE XP MODIFIER GIL MODIFIER
0.5 Goblin -5 -2
1 Ghost 0 0
2 Black Mage +10 +5
4 Dark Force +19 +9
6 Magic Master +26 +18
Once the monsters Magic Armor Base has been decided on, use
the following formula to calculate the monsters M. ARM:
(Magic Armor Base x Level + (SPR/2))
Generally speaking, monsters with a high M. ARM value should
have a comparatively low ARM, and vice versa. Spellcasting
monsters will typically have a higher Magic Armor Base than those
who rely primarily on physical attacks.
Evasion
As with PCs, a monsters Evasion value represents its ability to
dodge or intercept physical attacks. Use the following formula to
calculate the monsters EVA:
(Level + SPD + AGI)
Magic Evasion
Magic Evasion represents the monsters resistance to the players
Spells and Status Conditions. Use the following formula to calculate
M. EVA:
(Level + MAG + SPR)
FINAL FANTASY THE ROLEPLAYING GAME 313
ATTACKS
With the basic properties of the monster settled, its time to move
onto its offensive capabilities. Attacks are the first and simplest of
these; offensive, damage-dealing maneuvers carried out as Attack
Actions in combat, and are sealed by the Status Condition Disable.
Regardless of its range of abilities, every monster will have at least
one or two 'natural' melee attacks to fall back on, typically in the
form of a bite, punch, claw or horn. The exact form of the attack is
largely dependent on the monsters type. A Human-type monster,
for instance, might have a sword or spear, whilst a Plant-type
monster would attack with thorns or vines.
NAME THE ATTACK
Each attack has its own name for purposes of identification, usually
depending on what the monster does. A simple physical attack
could be called Swipe or Beak, for instance, while a more elaborate
one might have a name like Paean of the Heavens or Megiddo's
Flame. To help further establish a monster's personality, the
attacks entry can include a short description of its visual effects,
such as the monster lunges at the target, raking it with its talons.'
DETERMINE ACTION TYPE
Now decide what kind of Action the attack is: Attack, Ability, or
Magic. This will determine which Status Condition seals the attack
Disable will seal an Attack Action, Curse an Ability Action, and
Silence a Magic Action. In addition, only Attack Actions can score
Critical Hits, though this requires the monster to have the Critical
Attack Support Ability.
DETERMINE ATTACK TYPE
Once the attack has been named and described, you must decide
what kind of attack it is. Select one of the options below and make
a note of the XP and Gil modifiers for your choice before
proceeding, keeping them separate from any other modifiers you
have been keeping track of.
Standard Attack
Effect: Standard attacks do damage and require you to select a
Damage Die d6, d8, d10 or d12. The higher the Damage Die, the
more powerful the monsters attack will be. When choosing which
Die to use, it may help to consider the size and purpose of the
monster. A large, physically oriented monster like an Iron Giant is
more likely to be a d10 or d12 than a Flan that only attacks with its
tendrils when its spellcasting abilities aren't doing the trick.
DAMAGE DIE XP MODIFIER GIL MODIFIER
d6 +8 +3
d8 +20 +8
d10 +30 +10
d12 +60 +20
No Damage
Effect: Attacks that deal no damage are usually used for Charge
Breakers, Dispel Attacks, Near-Fatal Attacks, or Status Attacks
see below for more details.
XP MODIFIER GIL MODIFIER
--- ---
DETERMINE TARGET
Now determine the attack's target by selecting the appropriate
options from the list below. Note down the relevant modifiers with
the attack's basic XP and Gil costs.
Single
Effect: The attack can only target a single combatant.
XP MODIFIER GIL MODIFIER
--- ---
Group
Effect: The attack can target a Group of combatants.
XP MODIFIER GIL MODIFIER
x 2 x 2
Random Target
Effect: Random Target is not a standalone choice, but must be
combined with one of the other options listed here. If used in
conjunction with Single, the attack targets a random opponent by
default. If used in conjunction with Group, the attack strikes the
targeted Group a number of times equal to the number of active
combatants in that Group, targeting a random member every time.
If combined with Unfocused, an attack with Random Target hits one
randomly-determined combatant on the battlefield.
XP MODIFIER GIL MODIFIER
x 0.75 x 0.75
Unfocused
Effect: The monsters Attack damages everything on the battlefield,
changing its Target from Single to All. Pricing for an Unfocused
Attack depends on whether or not a monster is immune to its
effects. For instance, an Unfocused attack inflicting Sleep would
incur the x 2/x 2 modifier if the monster had Status Immunity (Seal)
or Status Immunity (Sleep).
TYPE XP MODIFIER GIL MODIFIER
Vulnerable to attack x1 x1
Immune to attack x2 x2
FINAL FANTASY THE ROLEPLAYING GAME 314
ADD MODIFIERS
A Modifier is a special property attached to a basic attack to
enhance its effects. Any number of Modifiers can be added to an
attack; a handful have been given below, though the GM is at liberty
to add and price their own if needed. Not every Modifier will apply
to every attack type attacks that do no damage cannot benefit
from Modifiers that involve damage in their effects. Be sure and
note down the XP and Gil modifiers of any properties added to the
Attack before proceeding to the next step.
Auto-Hit
Effect: The attack is precise enough that no ACC or M. ACC roll is
needed to see if it hits, though it may still be affected by Reaction
Abilities such as Evade & Counter. Any Modifiers attached to the
attack must still be rolled for as normal.
XP MODIFIER GIL MODIFIER
x 2 x 2
Charge Breaker
Effect: The monster has the ability to interrupt its opponents
attacks with its own. If used against an opponent in the process of
executing a Slow Action or any other Action with a Charge Time
an attack with the Charge Breaker Modifier automatically cancels
the Action; the target is instead considered to be in a Defense
Action once the attacks effects have been resolved, and will remain
in a Defense Action until it can choose its next Action.
XP MODIFIER GIL MODIFIER
+18 +10
Countdown
Effect: The monsters attack takes a number of Rounds 1 to 6
to execute, usually as a result of requiring a significant amount of
power to be built up and released. For all intents and purposes,
treat this as a specialized Charge Time the same considerations
given to interrupting Slow Actions in Chapter 7 also apply here. An
Attack with Countdown usually gives its victims some kind of visual
signifier at the start of each Round to let them know where the
countdown is currently at. XP and Gil values are static regardless of
how long the Countdown takes, though every Round spent charging
the attack increases its final damage by 25%.
XP MODIFIER GIL MODIFIER
x 0.8 x 0.8
Delta Attack
Effect: The attack requires several sources of power to execute.
Designate Slave Parts or any number of other monsters when
selecting this Modifier all of these must be active combatants on
the battlefield in order for the Delta Attack to be used. Only the
monster initiating the Delta Attack needs to have the attack and
Modifier, and requires just one Action to carry it out; anybody else
participating in it is just pouring additional energy into it, and does
not have to spend any Actions to do so. Delta Attack's XP and Gil
modifiers depend on whether one or several additional combatants
needed to execute the Attack.
REQUIRED XP MODIFIER GIL MODIFIER
One Part/Monster x 0.75 x 0.75
Multiple Parts/Monsters x 0.5 x 0.5
Delay Attack
Effect: The attack has a limited CoS of reducing the target's
Initiative by a certain amount. This CoS will be determined later in
the attack's creation process. XP and Gil values are determined by
how much the target's Initiative is reduced by if Delay Attack is
successful.
INITIATIVE LOST XP MODIFIER GIL MODIFIER
25% +5 +2
50% +10 +3
75% +20 +6
Delay Strike
Effect: The attack has a CoS of 60% of reducing the target's
Initiative by a certain amount. XP and Gil values are determined by
how much the target's Initiative is reduced by if Delay Strike is
successful.
INITIATIVE LOST XP MODIFIER GIL MODIFIER
25% +6 +2
50% +11 +3
75% +21 +6
Delay Touch
Effect: The attack has a CoS of 30% of reducing the target's
Initiative by a certain amount. XP and Gil values are determined by
how much the target's Initiative is reduced by if Delay Touch is
successful.
INITIATIVE LOST XP MODIFIER GIL MODIFIER
25% +3 +2
50% +8 +2
75% +16 +5
Dispel Attack
Effect: The attack has a limited CoS of removing all Enhance and
Barrier-type Status Conditions save Shield from the target. This CoS
will be determined later in the attack's creation process.
XP MODIFIER GIL MODIFIER
+48 +16
FINAL FANTASY THE ROLEPLAYING GAME 315
Dispel Strike
Effect: The attack has a 60% CoS of removing all Enhance and
Barrier-type Status Conditions save Shield from the target.
XP MODIFIER GIL MODIFIER
+51 +18
Dispel Touch
Effect: The attack has a 30% CoS of removing all Enhance and
Barrier-type Status Conditions save Shield from the target.
XP MODIFIER GIL MODIFIER
+25 +8
Elemental Affinity
Effect: The attack has an affinity towards one of the nine Combat
Elements, and counts as inflicting damage of that Element for
purposes of Weaknesses, Resistances, Immunities, Absorbances,
and any other situation where the Attacks Element would have an
impact.
XP MODIFIER GIL MODIFIER
x 1 x 1
Ground Based
Effect: The Attack travels along or through the ground, limiting
its effectiveness against flying opponents. As a result, combatants
under the effects of the Status Conditions Float and Flight are
immune to its effects.
XP MODIFIER GIL MODIFIER
x 0.8 x 0.8
HP Drain
Effect: In addition to inflicting damage, the monsters attack
restores the monsters Hit Points by an amount equal to 50% of
the damage done after modifying for ARM or M. ARM. Thus, an HP
Drain attack that inflicts 150 damage will restore 75 HP to the
monster. HP Drain cannot be combined with HP Siphon.
XP MODIFIER GIL MODIFIER
x 1.25 x 1.25
HP Siphon
Effect: In addition to inflicting damage, the monsters attack
restores the monsters Hit Points by an amount equal to the
damage done after modifying for ARM or M. ARM. Thus, an HP
Siphon attack that inflicts 150 damage will restore 150 HP to the
monster. HP Siphon cannot be combined with HP Drain, and should
not be combined with Power Strike unless the monster is of Boss
level or higher.
XP MODIFIER GIL MODIFIER
x 1.5 x 1.5
Melting
Effect: The monsters attack ignores even the toughest armor.
Neither ARM nor M. ARM are applied when calculating damage for a
Melting attack.
XP MODIFIER GIL MODIFIER
x 1.75 x 1.75
MP Cost
Effect: The monster must spend Magic Points to use this attack. The
attack's MP cost is equal to:
(Attack's XP Value before MP Cost / 2) + Monster Level
XP MODIFIER GIL MODIFIER
x 0.75 x 0.75
MP Damage
Effect: Rather than inflict physical damage, the attack affects its
targets mana reserves instead. Upon a successful strike, the target
loses a number of Magic Points equal to the damage inflicted by the
attack; no other damage is done.
XP MODIFIER GIL MODIFIER
x 1.25 x 1.25
MP Drain
Effect: The monsters attack damages the targets mana. All
damage dealt by an MP Drain attack after modifying for ARM or
M. ARM as normal is subtracted from the targets Magic Points
rather than Hit Points, restoring 50% of that MP to the monster.
Thus, an MP Drain attack that inflicts 150 damage to the target's
MP would restore the monster's MP by 75 points. This Modifier
cannot be combined with the MP Siphon.
XP MODIFIER GIL MODIFIER
x 1.5 x 1.4
MP Siphon
Effect: The monsters attack damages the targets mana. All
damage dealt by an MP Siphon attack after modifying for ARM or
M. ARM as normal is subtracted from the targets Magic Points
rather than Hit Points, restoring an equal quantity of MP to the
monster. Thus, an MP Siphon attack that inflicts 150 damage to the
target's MP would restore the monster's MP by 150 points. This
Modifier cannot be combined with MP Drain, and should not be
used in conjunction with the Power Strike or Group Modifiers unless
the monster is a Boss or End Boss.
XP MODIFIER GIL MODIFIER
x 1.75 x 1.6
Near-Fatal Attack
Effect: Near-Fatal Attack has a limited CoS of reducing a target to 1
HP regardless of its current HP, ARM or M. ARM values, or the
Damage Cap. This CoS will be determined later in the attack's
FINAL FANTASY THE ROLEPLAYING GAME 316
creation process. It is generally recommended that Near-Fatal
Modifiers be reserved for Boss monsters and above, and combined
with as few other Modifiers as possible.
XP MODIFIER GIL MODIFIER
+46 +22

Near-Fatal Strike
Effect: Near-Fatal Touch has a CoS of 60% of reducing a target to
1 HP regardless of its current HP, ARM or M. ARM values, or the
Damage Cap. It is generally recommended that Near-Fatal Modifiers
be reserved for Boss monsters and above, and combined with as
few other Modifiers as possible.
XP MODIFIER GIL MODIFIER
+49 +25
Near-Fatal Touch
Effect: Near-Fatal Touch has a CoS of 30% of reducing a target to
1 HP regardless of its current HP, ARM or M. ARM values, or the
Damage Cap. It is generally recommended that Near-Fatal Modifiers
be reserved for Boss monsters and above, and combined with as
few other Modifiers as possible.
XP MODIFIER GIL MODIFIER
+24 +11
Piercing
Effect: The monsters attack is capable of piercing reinforced armor.
Only 50% of the targets ARM and M. ARM is applied when
calculating damage for a Piercing attack.
XP MODIFIER GIL MODIFIER
x 1.25 x 1.25
Power Strike
Effect: The monsters attack strikes with unusual power. When
calculating the damage inflicted by a Power Strike attack, increase
the Damage Scale by (2 + (Monsters Level / 10)). For balance
reasons, Power Strike should not be combined with Group or
Unfocused unless the monster is of Boss level or higher.
XP MODIFIER GIL MODIFIER
x 2 x 2
Ranged
Effect: Not all monsters confine themselves to melee. With
projectiles like rocks, arrows, energy balls or even saliva, a monster
with a Ranged attack can hit opponents even at a distance.
XP MODIFIER GIL MODIFIER
x 1.1 x 1.1
Slow
Effect: The attack requires additional time to prepare, resulting in a
Charge Time. Charge Time is equal to (Monsters Level / 4); a Level
40 monster with a Slow attack would thus have a CT of 10. The
lowest CT a Slow attack can have is 2; round up to compensate if
necessary.
XP MODIFIER GIL MODIFIER
x 0.75 x 0.75
SOS-Gain
Effect: The attack this Modifier is tied to cannot be used until the
monster reaches 25% or fewer of its maximum Hit Points. Cannot
be used in conjunction with SOS-Lose.
XP MODIFIER GIL MODIFIER
x 0.75 x 0.75
SOS-Lose
Effect: The attack this Modifier is tied to is no longer usable when
the monster reaches 25% or fewer of its maximum Hit Points.
Cannot be used in conjunction with SOS-Gain.
XP MODIFIER GIL MODIFIER
x 0.75 x 0.75
Split Damage
Effect: The monsters attack splits damage evenly between physical
and magical. 50% of the damage inflicted by a successful Attack
after modifying for ARM is subtracted from the targets HP; the
remaining 50% is subtracted from its MP.
XP MODIFIER GIL MODIFIER
x 1.25 x 1.25
Status Attack
Effect: The monsters attack has a limited CoS of inflicting a harmful
Status Condition on the target. This CoS will be determined later in
the attack's creation process. XP and Gil modifiers depend on the
actual Condition inflicted; for purposes of calculating these values,
Status Conditions are organized into one of four classes.'
Class I: Berserk (4), Blind (4), Curse (4), Disable (4), Immobilize
(4), Poison (), Silence (4), Sleep (4), Slow (4)
Class II: Condemned (4), Confuse (4), Petrify (4), [x] Down (6),
Sap (4), Unaware (1)
Class III: Eject, Mini (4), Toad (4), [x] Break (6), Stop (4), Venom
(4), Zombie ()
Class IV: Charm (4), Death, Frozen (2), Heat (2), Meltdown (2),
Stone ()
FINAL FANTASY THE ROLEPLAYING GAME 317
STATUS XP MODIFIER GIL MODIFIER
Class I +18 +6
Class II +33 +11
Class III +48 +16
Class IV +64 +21
Status Strike
Effect: The monsters attack has a CoS of 60% of inflicting a
harmful Status Condition on the target. XP and Gil modifiers depend
on the actual Condition inflicted; for purposes of calculating XP and
Gil values, Status Conditions are organized into one of four
classes.' Generally best used on monsters of Level 30 and up.
Class I: Berserk (4), Blind (4), Curse (4), Disable (4), Immobilize
(4), Poison (), Silence (4), Sleep (4), Slow (4)
Class II: Condemned (4), Confuse (4), Petrify (4), [x] Down (6),
Sap (4), Unaware (1)
Class III: Eject, Mini (4), Toad (4), [x] Break (6), Stop (4), Venom
(4), Zombie ()
Class IV: Charm (4), Death, Frozen (2), Heat (2), Meltdown (2),
Stone ()
STATUS XP MODIFIER GIL MODIFIER
Class I +21 +7
Class II +35 +13
Class III +51 +18
Class IV +67 +22
Status Touch
Effect: The monsters attack has a CoS of 30% of inflicting a
harmful Status Condition on the target. XP and Gil modifiers depend
on the actual Condition inflicted; for purposes of calculating XP and
Gil values, Status Conditions are organized into one of four
classes.'
Class I: Berserk (4), Blind (4), Curse (4), Disable (4), Immobilize
(4), Poison (), Silence (4), Sleep (4), Slow (4)
Class II: Condemned (4), Confuse (4), Petrify (4), [x] Down (6),
Sap (4), Unaware (1)
Class III: Eject, Mini (4), Toad (4), [x] Break (6), Stop (4), Venom
(4), Zombie ()
Class IV: Charm (4), Death, Frozen (2), Heat (2), Meltdown (2),
Stone ()
STATUS XP MODIFIER GIL MODIFIER
Class I +10 +3
Class II +17 +6
Class III +25 +8
Class IV +34 +12
Unsealable
Effect: The attack cannot be sealed by Curse, Disable, Immobilize,
or Silence. For balance reasons, it is recommended this Modifier be
used relatively rarely.
XP MODIFIER GIL MODIFIER
x 3 x 3
DETERMINE ATTRIBUTE
Once all Modifiers have been added, decide which Attribute the
attack uses for damage codes STR, AGI, or MAG. STR is typically
used by Physical melee attacks, AGI by Physical ranged attacks, and
MAG for Magical ones. Attacks that deal no damage can skip this
step.
SELECT DAMAGE TYPE
Decide whether the attack deals Physical or Magical damage. This
determines whether the attack is reduced by ARM or M. ARM.
Attacks that deal no damage can skip this step.
CALCULATE DAMAGE
The next step is to start pinning down the hard numbers. If the
attack deals damage, consult Table AII-1 and note down the
appropriate Damage Code for the monster's Level and Damage Die.
Once this is done, precalculate the damage by factoring in the
Attribute you chose for the attack at the beginning of the design
process. Assuming the attack doesn't have the Melting Modifier,
finish your calculations by writing out the full Damage Code, noting
whether the attack is modified by ARM or M. ARM. A Level 12
monster's MAG-based d8 attack would thus has a final Damage
Code of (3 x MAG) + d8, M. Armor.
FINAL FANTASY THE ROLEPLAYING GAME 318
Table AII-1: Attack Damage
MONSTER'S LEVEL d6 DAMAGE DIE d8 DAMAGE DIE d10 DAMAGE DIE d12 DAMAGE DIE
1 - 4 2 x [Attribute] + d6 2 x [Attribute] + d8 2 x [Attribute] + d10 2 x [Attribute] + d12
5 - 9 2 x [Attribute] + d6 3 x [Attribute] + d8 3 x [Attribute] + d10 3 x [Attribute] + d12
10 - 14 3 x [Attribute] + d6 3 x [Attribute] + d8 4 x [Attribute] + d10 4 x [Attribute] + d12
15 - 19 4 x [Attribute] + 2d6 4 x [Attribute] + 2d8 5 x [Attribute] + d10 6 x [Attribute] + d12
20 - 24 5 x [Attribute] + 3d6 5 x [Attribute] + 2d8 6 x [Attribute] + d10 7 x [Attribute] + d12
25 - 29 5 x [Attribute] + 3d6 6 x [Attribute] + 2d8 7 x [Attribute] + 2d10 8 x [Attribute] + d12
30 - 34 6 x [Attribute] + 3d6 7 x [Attribute] + 2d8 8 x [Attribute] + 2d10 9 x [Attribute] + d12
35 - 39 7 x [Attribute] + 3d6 8 x [Attribute] + 3d8 9 x [Attribute] + 2d10 10 x [Attribute] + 2d12
40 - 44 8 x [Attribute] + 3d6 9 x [Attribute] + 3d8 10 x [Attribute] + 2d10 11 x [Attribute] + 2d12
45 - 49 9 x [Attribute] + 4d6 10 x [Attribute] + 3d8 11 x [Attribute] + 3d10 12 x [Attribute] + 2d12
50 - 54 10 x [Attribute] + 4d6 11 x [Attribute] + 4d8 13 x [Attribute] + 3d10 15 x [Attribute] + 3d12
55 - 59 11 x [Attribute] + 4d6 12 x [Attribute] + 4d8 15 x [Attribute] + 3d10 17 x [Attribute] + 3d12
60 - 64 12 x [Attribute] + 5d6 13 x [Attribute] + 4d8 16 x [Attribute] + 4d10 18 x [Attribute] + 3d12
65 - 69 13 x [Attribute] + 5d6 14 x [Attribute] + 5d8 17 x [Attribute] + 4d10 19 x [Attribute] + 4d12
70 - 74 14 x [Attribute] + 5d6 15 x [Attribute] + 5d8 20 x [Attribute] + 4d10 21 x [Attribute] + 4d12
75 - 79 15 x [Attribute] + 5d6 16 x [Attribute] + 5d8 21 x [Attribute] + 5d10 23 x [Attribute] + 4d12
80 - 84 16 x [Attribute] + 5d6 18 x [Attribute] + 5d8 22 x [Attribute] + 5d10 24 x [Attribute] + 5d12
85 - 89 17 x [Attribute] + 5d6 19 x [Attribute] + 5d8 23 x [Attribute] + 5d10 25 x [Attribute] + 5d12
90 - 94 18 x [Attribute] + 5d6 21 x [Attribute] + 5d8 24 x [Attribute] + 5d10 26 x [Attribute] + 5d12
95 - 98 19 x [Attribute] + 5d6 22 x [Attribute] + 5d8 25 x [Attribute] + 5d10 27 x [Attribute] + 5d12
99 20 x [Attribute] + 5d6 23 x [Attribute] + 5d8 26 x [Attribute] + 5d10 29 x [Attribute] + 5d12
DETERMINE CHANCE OF SUCCESS
With damage settled, the last bit of numbercrunching involves
creating the attack's Chance of Success. Start by choosing which
Combat Statistic determines the basic CoS: Accuracy, M. Accuracy,
Mind, or Dexterity. Then decide what modifies the CoS: Evasion or M.
Evasion. In general, Accuracy and Dexterity are modified by Evasion
and M. Accuracy and Mind by M. Evasion, though there are
exceptions.
Near-Fatal Attacks, Dispel Attacks, and Status Attacks also require
you to create a Chance of Success formula. In this case, the basic
CoS will be either (M. ACC - 50), Mind, or Dexterity, and can be
modified by Evasion or M. Evasion. Once you have chosen the
appropriate Combat Statistics, write out the Chance of Success
formula in the attack's description.
FINAL TOUCHES
If the attack is Magical, you should also determine whether it is
affected by Reflect or the Ability Runic. An attack will only be
vulnerable to Runic if it has an MP Cost; the same criterion is
recommended for deciding whether or not Reflect works on the
attack.
CALCULATE TOTAL PRICE
Once the Attack has been finished, you must figure out how much it
will adjust the monster's final Gil and XP values by. Check the XP
modifiers you wrote down, then add all numbers that aren't prefaced
by an 'x' together. Then multiply this total by every modifier prefaced
by an 'x,' one at a time. For example, if a Goblin has a Ground-
Based d6 attack with Group and Status Touch (Blind), the attack's
XP modifier is (8 + 10) x 2 x 0.8, or 28. Repeat this process for the
Gil modifiers, and you will have the final Gil and XP modifiers for the
attack.
SAMPLE ATTACKS
Here are a few sample attacks put together with this system. The
monster's Level is given to the right of the attack name.
Magnitude 8 level 35
Target: Group Type: Magic Action (95 MP)
The ground begins to shudder as a violent quake tears through the
immediate area, showering the battlefield with fragments of rock and
earth. Magnitude 8 has a CoS of M. Accuracy, M. Evasion of inflicting
(10 x MAG) + d12, M. ARM Earth Elemental damage.
XP Modifier: 90 Gil Modifier: 30
Modifiers: Elemental Affinity, Group, MP Cost
Saliva level 40
Target: Single Type: Fast Ability
The monster spits a wad of magically charged saliva at an opponent,
miring them in gunk. Saliva inflicts (8 x MAG) + 3d6, M. ARM Magical
damage, striking automatically. In addition, Saliva has a CoS of 60%
of inflicting the Status Condition Curse (4). This attack is only gained
once the monster is reduced to 25% of its maximum Hit Points.
XP Modifier: 194 Gil Modifier: 64
Modifiers: SOS-Gain, Status Strike (Class I), Auto-Hit
FINAL FANTASY THE ROLEPLAYING GAME 319
Sonic Fangs level 20
Target: Single Type: Attack Action
The monster delivers a high-speed bite attack, repeatedly gnashing
at the target for massive damage. Sonic Fangs has a CoS of
Accuracy, Evasion of inflicting (11 x STR) + d10, (ARM / 2) Physical
damage.
XP Modifier: 97 Gil Modifier: 32
Modifiers: Piercing, Power Strike
ACTION ABILITIES
Action Abilities fill in the cracks between attacks, Spells, and Job
Abilities, covering special techniques and capabilities that don't have
counterparts anywhere else. Unless otherwise specified, all Abilities
are Single target, require an Ability Action to use, and are sealed by
the Status Condition Curse.
NAME THE ABILITY
Like Attacks, Abilities are given descriptive names for identification
purposes. Unlike Attacks, however, many of the Action Ability effects
given here such as Clone, Alarm, and Restore are complete
packages' rather than individual components. For this reason, it may
be easier to just keep the default name.
SELECT EFFECTS
Listed below are a number of basic templates for Action Abilities.
Select one to set the Abilitys mechanical effects.
Add Status
Effect: The monster can use an Ability Action to automatically add a
positive Status Condition (4) to a Single target. XP and Gil values are
given per Status added, and depend on the exact Status taken:
Class I: Float, Agility Up, Spirit Up, [Element] Spikes
Class II: Protect, Shell, Armor Up, Mental Up
Class III: Haste, Reflect, Power Up, Magic Up
Class IV: Regen, Aura, Vanish
Add Status can be used to add more than one Status Condition at
a time, though it is recommended that this option be reserved for
Boss monsters and creatures of Level 30 or above.
TYPE XP MODIFIER GIL MODIFIER
Class I +14 +4
Class II +18 +6
Class III +26 +9
Class IV +38 +12
Alarm
Effect: The monster can use an Ability Action to summon an
additional monster into battle. The new monster arrives on the
battlefield at the beginning of the following Round, forming a Group
with the original monster, and generates Initiative as normal. Once
used, Alarm cannot be used again until the summoned monster has
been defeated or incapacitated.
The type of monster summoned by Alarm should be noted in the
Abilitys description. Multiple monsters can be summoned through a
single Alarm; in this case, multiply the XP and Gil Modifiers given
below by the number of monsters summoned. It is generally
recommended that any monsters summoned through Alarm be of
equal or lower Level to the monster doing the summoning.
XP MODIFIER GIL MODIFIER
+32 +18
Cannibalize
Effect: The monster can consume other monsters to increase its own
strength. A monster can Cannibalize a Single ally of a Level no
higher than (Monster's Level / 2) at the cost of one Ability Action.
This automatically reduces the target's HP to 0 treat this as an
Eject-type effect.
XP and Gil values for Cannibalize depend on what effects it has. By
default, the monster regains (Target's Current HP) Hit Points, but
Cannibalize can instead bestow one positive Status Condition (4) on
the monster. XP and Gil values are given per Status added, and
depend on the exact Status taken:
Class I: Float, Agility Up, Spirit Up, [Element] Spikes
Class II: Protect, Shell, Armor Up, Mental Up
Class III: Haste, Reflect, Power Up, Magic Up
Class IV: Regen, Aura, Vanish
Monsters destroyed by Cannibalize reward XP and Gil as if they
had targeted by an Eject effect, though they only will do so once the
monster that Cannibalized them is defeated.
EFFECT XP MODIFIER GIL MODIFIER
Regain HP +36 +12
Add Class I Status +10 +3
Add Class II Status +15 +5
Add Class III Status +22 +8
Add Class IV Status +32 +11
Clone
Effect: The monster can use an Ability Action to create a copy of one
of its opponents to act as an active combatant in the current battle.
The clone has all the Attributes, Combat Statistics, Equipment, and
Abilities of the original character, and generates Initiative as normal,
fighting on the monsters behalf until killed or incapacitated. No XP
or Gil is awarded for defeating opponents created by Clone.
XP MODIFIER GIL MODIFIER
+64 +32
Escape
Effect: The monster has the ability to make Escape Actions, allowing
FINAL FANTASY THE ROLEPLAYING GAME 320
it to flee from battle. Monsters that successfully escape are not
counted as defeated, and award no XP, Gil, or Items to the players.
Escape is sealed by the Status Condition Immobilize.
XP MODIFIER GIL MODIFIER
+5 +2
Imprison
Effect: The monster is capable of seizing and imprisoning opponents
in battle. Doing so requires the monster to use an Ability Action.
Whilst imprisoned, the prisoner is afflicted with the Status Condition
Immobilize even if he would normally be Immune to it and
suffers 50% of any damage done to the monster after it has been
modified for ARM or M. ARM. The prisoner's ARM and M. ARM can be
used to further reduce this damage.
By default, the prisoner is only released if the monster decides to
let him go this is done during the Status Phase, and costs no
Actions to do or if the monster is incapacitated. However, Imprison
has a number of special Modifiers that can be added to give it more
strategic depth.
A Binding Prison prevents the captured target from making
Actions or generating Initiative for as long as he remains in the
monsters clutches.
An Insecure Prison gives the target the opportunity to make an
Escape Action. The opposed roll for the Escape Action uses
(Monster's AGI + Monster's Level) instead of the monster's SPD
Rating.
A Sheltered Prison prevents the captured target from taking
damage when the monster is damaged in battle.
A target in a Damaging Prison loses 10% of his maximum Hit
Points at the end of every Status Phase he still remains imprisoned
for.
A Vulnerable Prison releases the target released from the
monsters clutches once the monster suffers damage equal to 10%
of the monsters maximum Hit Points. This damage is cumulative,
and does not have to be done in one attack.
These Modifiers may be combined as the GM chooses. The XP and
Gil modifiers given for each option come on top of the basic cost for
Imprison.
TYPE XP MODIFIER GIL MODIFIER
Imprison +36 +12
+ Binding Prison +12 +4
+ Insecure Prison -9 -3
+ Sheltered Prison -9 -3
+ Damaging Prison +9 +3
+ Vulnerable Prison -12 -4
Item Use
Effect: The monster can make Item Actions, and has an Inventory of
its own. Items made available to a monster via its Inventory are
separate from the monsters Treasure Tables; anything still left in the
monsters Inventory when it is defeated is awarded to the players
alongside the usual treasure. Successful use of Steal liberates a
random item from the monsters Inventory until there is nothing left
to steal; at this point, subsequent uses of Steal take items from the
Treasure Table as normal. Item Use is sealed by the Status Condition
Disable.
XP MODIFIER GIL MODIFIER
+15 +0
Restore
Effect: The monster has the ability to regenerate even grievous
damage. Through the use of an Ability Action, a monster with
Restore can regenerate 25%, 50%, or 75% of its maximum Hit
Points. Creatures under the Status Condition Zombie suffer the
appropriate amount of damage instead.
HP RESTORED XP MODIFIER GIL MODIFIER
25% +20 +13
50% +60 +40
75% +100 +75
Steal Status
Effect: The monster is capable of stealing Status Conditions from
another combatant. Steal Status requires an Ability Action to carry
out, and transfers the newest Status Condition added to the target
to the monster, duration included, canceling it on the target in the
process. XP and Gil values depend on whether the monster will steal
any Status Condition, or only the newest positive Status Condition
added to the target. Steal Status may take multiple Status Conditions
with just one Action; in this case, multiply the values given below by
the maximum number of Status Conditions Steal Status can take.
When dealing with Auto- or SOS- Status Conditions, Steal Status
will add the Status Condition in question to the monster without
canceling the original; Status Conditions stolen in this manner
automatically have a Timer of (4).
STATUS TAKEN XP MODIFIER GIL MODIFIER
Positive Only +12 +4
Positive or Negative +9 +3
SELECT MODIFIERS
Several of the Action Abilities above can be combined in with the
Modifiers given earlier on. These are: Delta Attack, Countdown, MP
Cost, Slow, SOS-Gain, SOS-Lose, and Unsealable. If you add a
Modifier, make a note of the XP and Gil modifiers listed.
CALCULATE TOTAL PRICE
Once any and all Modifiers have been assigned, total up all of the Gil
and XP modifiers incurred during the process of assembling the
Ability, then apply them to the Abilitys basic XP and Gil costs. Always
add all the values before multiplying the remainder. For example, if a
FINAL FANTASY THE ROLEPLAYING GAME 321
Controller has a Clone Ability with the Countdown and MP Cost
modifiers, its XP value is (64 x 0.75) x 0.75, or 36. Once this is
done, note down the final value of the Ability.
! New Abilities
While the MCS aims to be comprehensive, there is still plenty
of room to add more options. If you want to create a new
Ability, look at the cost of comparable effects to develop a
rough baseline for pricing it; if it is more powerful than one
Ability but less powerful than another, the best place to pitch
the price is somewhere in between the two yardsticks.
SPELLS
The PCs arent the only ones capable of wielding magic. Indeed,
spellcasting monsters are commonplace in many worlds, though
attack magic among monsters is more akin to an unconscious reflex
than studied magery.
In the FFRPG, a monster with magical capabilities can cast Spells
from the Black, Blue, Red, Time, White, and Call lists. A monsters
spellcasting ability is considered a Magic Ability, and can be sealed
through use of the Status Condition Silence as normal. Each Spell
has its own XP and Gil modifiers based on Spell Level or MP cost;
the modifiers for a monster's spellcasting ability are equal to the
sum of all Spells it can cast.
SPELL XP MODIFIER GIL MODIFIER
Level 1 +8 +5
Level 2 +15 +9
Level 3 +25 +14
Level 4 +33 +21
Level 5 +45 +30
Level 6 +55 +37
Level 7 +64 +44
Level 8 +80 +55
Blue (1 - 9 MP) +8 +5
Blue (10 - 18 MP) +15 +9
Blue (19 - 27 MP) +25 +14
Blue (28 - 40 MP) +33 +21
Blue (41 - 54 MP) +45 +30
Blue (55 - 67 MP) +55 +37
Blue (68 - 84 MP) +64 +44
Blue (85+ MP) +80 +55
Call (1 - 25 MP) +27 +14
Call (26 - 60 MP) +42 +29
Call (61 - 100 MP) +64 +44
Call (101+ MP) +88 +59
Giving a monster the ability to cast Holy, Flare and Meteor three
Level 8 Spells would thus incur XP and Gil modifiers +240 and
+165 respectively. Note that unlike Mages, monsters are not
required to purchase a Spells prerequisites in order to obtain the
Spell itself, nor are they bound by any other restrictions; Black, White
and Time Spells may be freely mixed with one another. Spells,
however, are bought as-is, and cannot be combined with Modifiers.
One thing to keep in mind when purchasing magic is the fact that
monsters have significantly higher Hit Point values than a
comparative PC. Because of this, a Spell that causes a respectable
amount of damage against a monster will usually annihilate a PC in
one shot. One way to regulate this is to slow monsters Spell
progression, giving them higher-level magic like Blizzaga 7 to 10
Levels after the PCs have obtained it; the other is to keep monsters
MAG scores low.
JOB ABILITIES
Monsters can also be given Job Abilities from the Ability Sets in
Chapter 4, though such additions need to be carefully weighed
damage-dealing Abilities in particular can decimate a Party if
carelessly chosen. To keep these problems in bounds, monsters
should obtain Abilities 10 to 20 Levels after the PCs would normally
have access to them. In addition, it may help to keep monsters'
damage-determining Attributes relatively low.
Job Abilities are bought as-is,' and cannot be combined with
Modifiers. Any Ability based on an Attack Action uses the monsters
weakest Attack Action as a basis for damage; for Abilities that use
Expertise, use the monster's M. ACC - 50 instead.
Each Ability added has its own XP and Gil modifiers based on the
Level at which the Ability would normally be acquired by a PC.
Abilities may be freely mixed and matched from several Ability Sets,
though this may result in combinations many times more powerful
than their basic Level would indicated. Pricing in this case can be
adjusted as needed, as Level alone is not always a reliable indicator
of overall power.
ABILITY AT LEVEL XP MODIFIER GIL MODIFIER
Level 1 5 +10 +3
Level 6 12 +18 +7
Level 13 19 +26 +9
Level 20 26 +32 +12
Level 27 33 +44 +16
Level 34 40 +53 +19
Level 41 47 +61 +22
Level 48 54 +70 +25
Level 55 61 +78 +28
Level 62+ +86 +31
MOVEMENT ABILITIES
Movement Abilities govern how a monster moves in combat. Most
monsters will only have one Movement Ability, usually Move-Ground;
some may combine multiple forms of movement, giving them greater
versatility and nuisance value.
Monsters with multiple movement types can switch between them
at the cost of an Action in combat, a fact that means they can be
combined with the SOS-Lose, SOS-Gain, and MP Cost Modifiers
FINAL FANTASY THE ROLEPLAYING GAME 322
presented earlier. If Modifiers are applied, change the Movement
Ability's XP and Gil modifiers accordingly.
Move-Burrow
Effect: The monster tunnels through the earth, although it may not
be capable of attacking until it surfaces. Burrowing monsters ignore
all terrain modifiers unless attempting to tunnel through water; in
this case, normal modifiers are applied. While burrowing, a
monsters EVA, ARM, and M. ARM values are at +100%.
XP MODIFIER GIL MODIFIER
+60 +20
Move-Flight
The monster is capable of flying, and is treated as if afflicted with a
permanent Flight effect. Unlike the Status Condition of the same
name, this Flight may not be dispelled or otherwise removed during
the course of the battle, except through the use of effects like the
Time Magic Spell Drag.
XP MODIFIER GIL MODIFIER
+20
9
Move-Float
Effect: The monster levitates, hovering up to one meter off the
ground as if afflicted with a permanent Float effect. Unlike the Status
Condition of the same name, this Float may not be dispelled or
otherwise removed during the course of the battle, except through
the use of effects like the Time Magic Spell Drag.
XP MODIFIER GIL MODIFIER
+19 +6
Move-Ground
Effect: The monster has the ability to move on land. Standard
Movement Ability for most monsters.
XP MODIFIER GIL MODIFIER
--- ---
Move-Teleport
Effect: The monster is capable of displacing itself through space,
moving from one location to the next in the blink of an eye. While this
has no effect on a monster's movement range, it does confer two
important advantages. Firstly, if the monster is targeted by a Single-
target Slow Action and teleports before it goes off, the Action has no
effect the monster is assumed to have relocated far enough away
to avoid any ill effects. Secondly, the monster's SPD Rating is
doubled when the players roll to Escape, making it significantly
harder to run from. As it is a natural ability rather than a Spell,
Move-Teleport cannot be sealed through the use of Status
Conditions.
XP MODIFIER GIL MODIFIER
+60 +40
Move-Water
Effect: A monster with Move-Water is be able to effectively drift, float,
and swim in a submarine environment, ignoring all penalties for
moving through Shallow and Deep Water as well as being able to act
Underwater without penalties. However, without the Move-Ground
Movement Ability, they cannot venture onto dry land.
XP MODIFIER GIL MODIFIER
--- ---
SUPPORT ABILITIES
A monsters Support Abilities confer specific benefits and properties
without the need to spend an Action to activate them. Notorious
monsters gain the Support Abilities Status Immunity (Death) and
Status Immunity (Condemn) at no additional XP or Gil cost; Boss and
End Boss monsters the Support Ability Status Immunity (Fatal).
Support Abilities cannot be sealed and can only be combined with
the SOS-Gain and SOS-Lose Modifiers.
Auto-Status
Effect: The monster is permanently under the effects of a certain
Status Condition, and begins the battle with that Condition active.
This Condition can be removed through the use of Spells or Abilities
such as Dispel; but will be re-added during the next Status Phase
and only fully cancelled once the monster is defeated. Auto-Status
can be taken in conjunction with both positive and negative Status
Conditions. XP and Gil values depend on the exact Status being
taken:
Class I Positive: Float, Agility Up, Spirit Up, [Element] Spikes
Class II Positive: Protect, Shell, Armor Up, Mental Up
Class III Positive: Haste, Reflect, Power Up, Magic Up
Class IV Positive: Regen, Aura, Vanish
Class I Negative: Berserk, Blind, Poison, Sleep, Slow, Zombie
Class II Negative: Confuse, Sap, Unaware
Class III Negative: Mini, Toad, Venom
Class IV Negative: Condemn, Petrify
TYPE XP MODIFIER GIL MODIFIER
Class I Positive +19 +6
Class II Positive +30 +10
Class III Positive +44 +15
Class IV Positive +64 +21
Class I Negative -19 -6
Class II Negative -30 -10
Class III Negative -44 -15
Class IV Negative -64 -21
FINAL FANTASY THE ROLEPLAYING GAME 323
Bad Scan
Effect: If analyzed via the Scan Spell, the Equipment Ability Sensor,
or any similar effect, the monster will return incorrect information
intended to mislead the Party. How the Scan is tampered with is left
to the designer to decide, but should be noted in the monsters
writeup one of the more obvious uses would have the monster
register as having a Weakness to an Element they in fact Absorb, or
vice versa, though there are other possibilities. Useless or not,
scanning the monster still costs MP or Actions as usual.
XP MODIFIER GIL MODIFIER
+14 +7
Can't Scan
Effect: The monster cannot be analyzed by means of the Scan Spell,
the Equipment Ability Sensor, or any similar effect. Any attempts to
do so cost Actions and MP as usual, but return no useful
information.
XP MODIFIER GIL MODIFIER
+10 +4
Comeback
Effect: The monster cannot be killed by normal means. Attacks can
damage and even incapacitate it, but it is only a matter of time
before the fell beast is back on its feet and ready for more action. If
reduced to 0 or fewer HP in battle, a monster with Comeback is
incapacitated as normal, but begins regenerating damage
immediately. After a certain number of Rounds, regeneration is
complete, and the monster comes back into the battle with 100% of
its Hit Points and Magic Points restored. Comebacks XP and Gil
values depend on the number of Rounds the monster needs to
regenerate.
COMEBACK DELAY XP MODIFIER GIL MODIFIER
2 Rounds +50 +18
4 Rounds +37 +14
6 Rounds +25 +9
Critical Attack
Effect: By default, monsters' Attack Actions cannot land Critical Hits
in combat. A monster with Critical Attack, however, is no longer
subject to his restriction. Critical Attacks XP and Gil values depend
on the likelihood of a Critical Hit being landed.
CRITICAL RANGE XP MODIFIER GIL MODIFIER
Standard (1 - 10) +8 +3
Critical+ (1 - 20) +13 +5
Critical++ (1 - 30) +18 +7
Elemental Absorbance
Effect: The monster has an extremely strong affinity towards one or
more of the nine Combat Elements, and is considered to have an
Absorbance to it. Select which Element Elemental Absorbance
applies to when taking this Ability. Elemental Absorbance cannot be
taken in conjunction with a Weakness, Resistance, or Immunity for
the same Element. XP and Gil modifiers are given per Element
having Absorbance towards Wind and Earth would carry a combined
modifier of +66/+30.
XP MODIFIER GIL MODIFIER
+33 +15
Elemental Immunity
Effect: The monster has a strong affinity towards one or more of the
nine Combat Elements, and is considered to have an Immunity to it.
Select which Element Elemental Immunity applies to when taking this
Ability. Elemental Immunity cannot be taken in conjunction with a
Weakness, Resistance, or Absorbance for the same Element. XP and
Gil modifiers are given per Element having Immunity towards Wind
and Earth would carry a combined modifier of +30/+14.
XP MODIFIER GIL MODIFIER
+15 +7
Elemental Potency
Effect: The monster's elemental attacks are more potent than usual,
circumventing natural and magical defenses with ease. Select an
Element when taking this Ability; any time the monster deals damage
associated with that Element, it will deal 125% damage unless the
target has a Weakness to it, where it deals 150% as normal.
Combatants with a Resistance to the Element in question take 100%
damage; a Immunity reduces damage to 50%, while Absorbance
reduces it to 0. XP and Gil modifiers are given per Element having
Potency towards Wind and Earth would carry a combined modifier of
+120/+82.
XP MODIFIER GIL MODIFIER
+60 +41
Elemental Resistance
Effect: The monster has an affinity towards one or more of the nine
Combat Elements, and is considered to have a Resistance to it.
Select which Element Elemental Resistance applies to when taking
this Ability. Elemental Resistance cannot be taken in conjunction with
a Weakness, Resistance, or Absorbance for the same Element. XP
and Gil modifiers are given per Element having Resistance
towards Wind and Earth would carry a combined modifier of
+14/+6.
XP MODIFIER GIL MODIFIER
+7 +3
Elemental Weakness
Effect: The monster is vulnerable towards one or more of the nine
Combat Elements, and is considered to have a Weakness to it. Select
which Element Elemental Weakness applies to when taking this
FINAL FANTASY THE ROLEPLAYING GAME 324
Ability. Elemental Weakness cannot be taken in conjunction with a
Resistance, Immunity, or Absorbance for the same Element. XP and
Gil modifiers are given per Element having Weaknesses towards
Wind and Earth would carry a combined modifier of -18/-8.
XP MODIFIER GIL MODIFIER
-9 -4
Evader
Effect: A monster with this ability is extremely adept at evading harm.
Attacks and Abilities that target the monster have their CoS halved,
although Critical Hits may still be scored. Abilities that hit a target
automatically only have a CoS of Accuracy, Evasion of affecting a
monster with Evader. With Magic Abilities, this CoS is M. Accuracy, M.
Evasion. Item accuracy remains unaffected.
XP MODIFIER GIL MODIFIER
+35 +25
Evasion+
Effect: Improves the monsters ability to dodge physical attacks by
increasing its base Evasion rating. The amount by which the
monsters EVA increases determines the XP and Gil modifiers.
TYPE XP MODIFIER GIL MODIFIER
Evasion +10% +10 +3
Evasion +25% +19 +6
Evasion +50% +35 +25
Evasion +75% +60 +25
Heavy Armor
Effect: The monster sports armor heavier than the norm, giving it
better resistance against armor-piercing attacks. When a monster
with Heavy Armor is struck by any attack or Ability which would
normally ignore or reduce ARM, ARM is factored into the attack as
normal. Note that this does not affect Status Conditions such as
Armor Break and Meltdown, which continue to work as normal.
XP MODIFIER GIL MODIFIER
+10 +3
Low Evasion
Effect: The monster is especially sluggish when it comes to dodging.
As a result, the following formula is used to calculate the monsters
Evasion:
([Level / 2] + SPD + AGI)
Because of the strong impact this can have on a monster's Gil and
XP values, this option should not be used on low-Level monsters.
XP MODIFIER GIL MODIFIER
-33 -11
Low Magic Evasion
Effect: The monster is highly vulnerable to the effects of spellcasting.
As a result, the following formula is used to calculate the monsters
M. Evasion:
([Level / 2] + MAG + SPR)
Because of the strong impact this can have on a monster's Gil and
XP values, this option should not be used on low-Level monsters.
XP MODIFIER GIL MODIFIER
-33 -11
Magic Evasion+
Effect: The monster is more adept than usual at resisting incoming
magical attacks, increasing its base M. EVA rating. The amount by
which the monsters M. EVA increases determines how much the
monsters value is increased by.
TYPE XP MODIFIER GIL MODIFIER
M. Evasion +10% +10 +3
M. Evasion +25% +19 +6
M. Evasion +50% +35 +25
M. Evasion +75% +60 +25
Manabound
Effect: As a creature of pure magic, the monster's mana is its
lifeblood. A Manabound monster whose Magic Points reach 0 is
treated as if its Hit Points had been reduced to 0.
XP MODIFIER GIL MODIFIER
-30 -10
Minion
Effect: The monsters existence is tied to another monsters, usually
a controlling or summoning influence. Select a specific monster as
the designated master when taking Minion; if that monster is
reduced to 0 or fewer HP during the course of battle, all Minions
attached to it are immediately reduced to 0 HP as well.
XP MODIFIER GIL MODIFIER
-20 -7
Mystic Resistance
Effect: The monster is capable of weathering significantly more
magical damage than the norm, allowing it to resist even armor-
piercing spells. When a monster with Mystic Resistance is struck by
any attack or Ability which would normally ignore or reduce M. ARM,
M. ARM is factored into the attack as normal. Note that this does not
affect Status Conditions such as Spirit Break, which continue to work
as normal.
XP MODIFIER GIL MODIFIER
+10 +3
FINAL FANTASY THE ROLEPLAYING GAME 325
Null Drain
Effect: The monster is immune to attacks which draw on its vital or
magical essences. Attacks or Abilities that drain HP or MP from a
monster with Null Drain do damage as normal, but do not restore
the attackers Hit Points or Magic Points.
XP MODIFIER GIL MODIFIER
+15 +7
Resist Drain
Effect: The monster has improved resistance against attacks which
draw on its vital or magical essences. Attacks or Abilities that drain
HP or MP from a monster with Resist Drain do damage as normal,
but only restore 50% of the Hit Points or Magic Points the attacker
would normally regain from such an Action.
XP MODIFIER GIL MODIFIER
+7 +3
SOS-Status
Effect: The monster is subject to a certain Status Condition, activated
when its current Hit Points reach 25% of their maximum value. As
with Auto-Status, a Status Condition inflicted by SOS-Status can be
removed through the use of Spells or Abilities such as Dispel; but will
be re-added during the next Status Phase and only fully cancelled
once the monster is defeated. Should the monster be healed to
above 25% of its maximum Hit Points, the Condition will cancel
automatically. SOS-Status can be taken in conjunction with both
positive and negative Status Conditions. XP and Gil values depend on
the exact Status being taken:
Class I Positive: Float, Agility Up, Spirit Up, [Element] Spikes
Class II Positive: Protect, Shell, Armor Up, Mental Up
Class III Positive: Haste, Reflect, Power Up, Magic Up
Class IV Positive: Regen, Aura, Vanish
Class I Negative: Berserk, Blind, Poison, Sleep, Slow, Zombie
Class II Negative: Confuse, Sap, Unaware
Class III Negative: Mini, Toad, Venom
Class IV Negative: Condemn, Petrify
TYPE XP MODIFIER GIL MODIFIER
Class I Positive +7 +2
Class II Positive +12 +4
Class III Positive +20 +8
Class IV Positive +36 +12
Class I Negative -7 -2
Class II Negative -12 -4
Class III Negative -20 -8
Class IV Negative -36 -12
Status Resistance (Category)
Effect: The monster is partially immune to the effects of one of the
Status Condition categories outlined in Chapter 7. Any rolls to inflict a
Status Condition belonging to this category have their CoS halved. Gil
and XP modifiers depend on the exact category the monster resists.
TYPE XP MODIFIER GIL MODIFIER
Immunity: Fatal +13 +5
Immunity: Mystify +9 +4
Immunity: Seal +11 +4
Immunity: Time +6 +2
Immunity: Toxin +6 +2
Immunity: Transform +9 +3
Immunity: Weaken +9 +4
Status Resistance (single)
Effect: The monster is partially immune to the effects of a particular
Status Condition. Any rolls to inflict this Status Condition have their
CoS reduced by -50%. Gil and XP modifiers depend on the Class of
Status Condition the monster is Immune to:
Class I: Berserk, Blind, Immobilize, Poison, Sleep, Slow, Zombie,
Lock
Class II: Condemn, Confuse, Curse, Disable, Petrify, Silence, Sap,
Unaware
Class III: Eject, Mini, [Attribute] Down, [Attribute] Break, Stop, Toad,
Venom, Element Weak
Class IV: Charm, Death, Frozen, Gravity, Heat, Meltdown, Stone
TYPE XP MODIFIER GIL MODIFIER
Class I +2 +1
Class II +4 +1
Class III +6 +2
Class IV +8 +3
Status Immunity (Category)
Effect: The monster is wholly immune to the effects of one of the
Status Condition categories outlined in Chapter 7. Any rolls to inflict a
Status Condition belonging to this category have a CoS of 0. Gil and
XP modifiers depend on the exact category the monster is Immune
to.
TYPE XP MODIFIER GIL MODIFIER
Immunity: Fatal +25 +10
Immunity: Mystify +18 +8
Immunity: Seal +22 +9
Immunity: Time +12 +5
Immunity: Toxin +13 +5
Immunity: Transform +18 +7
Immunity: Weaken +19 +8
Status Immunity (single)
Effect: The monster is wholly immune to the effects of a particular
Status Condition. Any rolls to inflict this Status Condition have a CoS
of 0. Gil and XP modifiers depend on the Class of Status Condition
the monster is Immune to:
Class I: Berserk, Blind, Immobilize, Poison, Sleep, Slow, Zombie,
Lock
FINAL FANTASY THE ROLEPLAYING GAME 326
Class II: Condemn, Confuse, Curse, Disable, Petrify, Silence, Sap,
Unaware
Class III: Eject, Mini, [Attribute] Down, [Attribute] Break, Stop, Toad,
Venom, Element Weak
Class IV: Charm, Death, Frozen, Gravity, Heat, Meltdown, Stone
TYPE XP MODIFIER GIL MODIFIER
Class I +5 +2
Class II +9 +3
Class III +12 +5
Class IV +16 +6
Weak Spot
Effect: The monster is vulnerable to a certain kind of attack or
effect. Select a single Ability, Item, or damage type as a vulnerability
when adding Weak Spot to a monster, as well as one or more
negative Status Conditions. If an attack or effect the monster is
vulnerable to is used on it, the selected Status Condition or
Conditions will automatically be added to the monster. XP and Gil
modifiers for Weak Spot depend on the actual Condition inflicted, and
are given per Status to have a monster suffer from Confuse and
Slow if struck by Lightning Elemental damage, for instance, incurs a
modifier of -29/9.
Class I: Berserk (4), Blind (4), Curse (4), Disable (4), Immobilize
(4), Poison (), Silence (4), Sleep (4), Slow (4)
Class II: Condemned (4), Confuse (4), Petrify (4), [x] Down (6), Sap
(4), Unaware (1)
Class III: Eject, Mini (4), Toad (4), [x] Break (6), Stop (4), Venom
(4), Zombie ()
Class IV: Charm (4), Death, Frozen (4), Heat (4), Meltdown (2),
Stone ()
TYPE XP MODIFIER GIL MODIFIER
Class I -10 -3
Class II -19 -6
Class III -30 -10
Class IV -44 -15
X-Fight
Effect: The monster can take two Attack Actions at the cost of just
one Action in battle. Targets must be declared separately for each
attack, though both may target the same combatant.
XP MODIFIER GIL MODIFIER
+50 +18
REACTION ABILITIES
Monster Reaction Abilities work like those used by the PCs, and are
triggered by specific circumstances in combat. They are sealed by
the Status Condition Immobilize, and may be combined with the
SOS-Gain, SOS-Lose, and Unsealable Modifiers.
Counter Attack
Effect: The monster is capable of responding to enemy attacks with
a potent counter-assault. Counter Attack triggers when the monster
takes Physical damage from an enemy Action, and allows the
monster to immediately use a specific Attack, Spell, or Action Ability
against that opponent at no Action cost. Select one Attack, Spell, or
Action Ability to use in conjunction with Counter Attack when taking
this Reaction Ability, or create a new one; the XP and Gil costs for
Counter Attack depend on its CoS, and are added to the attacks
final value.
COUNTER CoS XP MODIFIER GIL MODIFIER
50% +14 +7
75% +22 +11
Automatic +44 +22
Counter Magic
Effect: The monster is capable of responding to enemy magic with a
potent counter-assault. Counter Magic has a CoS of either 30% or
60% of triggering when the monster takes Magical damage from an
enemy Action, allowing the monster to immediately use a specific
Attack, Spell, or Action Ability against that opponent at no Action
cost. Select one Attack, Spell, or Action Ability to use in conjunction
with Counter Magic when taking this Reaction Ability, or create a new
one; the XP and Gil costs for Counter Magic are added to the
attacks final value.
COUNTER CoS XP MODIFIER GIL MODIFIER
30% +15 +7
60% +24 +12
Automatic +48 +24
Counter Stance
Effect: By entering into a special defensive posture at the cost of an
Action, the monster can intercept opponents attacks. Select an
Attack, Action Ability, or Spell for Counter Stance to be attached to,
as well as a damage type Physical or Magical to respond to. For
as long as the Counter Stance remains in effect, the monster will
counter with the chosen attack when it takes damage of the selected
type from an opponents Action. The monster cannot make any other
Actions while in a Counter Stance, but can come out of it as a free
action on its turn.
TYPE XP MODIFIER GIL MODIFIER
Physical +15 +7
Magical +15 +7
Counter status
Effect: The monsters power increases in response to the attacks of
its opponents. Power Up automatically adds a positive Status
Condition (4) to the monster when it takes a specific kind of damage
Physical, Magical, or one of the nine kinds of Elemental from an
enemy Action. Specify which of the three triggers Counter Status,
FINAL FANTASY THE ROLEPLAYING GAME 327
and select a corresponding Status Condition; XP and Gil values are
given per Status added, and depend on the exact Status taken:
Class I: Float, Agility Up, Spirit Up, [Element] Spikes
Class II: Protect, Shell, Armor Up, Mental Up
Class III: Haste, Reflect, Power Up, Magic Up
Class IV: Regen, Aura, Vanish
Though Counter Status can add multiple Status Conditions, adding
this feature to a monster below Boss level is not recommended.
TYPE XP MODIFIER GIL MODIFIER
Class I +30 +14
Class II +35 +16
Class III +43 +20
Class IV +59 +24
Final Attack
Effect: Before dying, the monster can unleash one last attack on its
opponents. Select an Attack, Action Ability, or Spell for Final Attack to
be attached to; the monster will automatically use it upon being
reduced to 0 or fewer HP, selecting targets as normal.
XP MODIFIER GIL MODIFIER
+20 +10
Fission
Effect: The monster is capable of splitting into identical copies of
itself. Select a damage type Physical, one of the nine kinds of
Elemental, or Magical when adding Fission to a monster. If
reduced to 0 or fewer HP by the selected damage type during the
course of a Round, the monster will split into two copies during the
Status Phase. Each copy is treated as if it were the monster revived
with full HP and MP, and generates Initiative as normal. If defeated,
the copies award XP and Gil equal to that of the original monster.
XP MODIFIER GIL MODIFIER
+10 +3
Return Damage
Effect: A certain percentage of all damage inflicted on the monster
after modifying for ARM and M. ARM is automatically returned to the
combatant that originally dealt it. The combatant's ARM and M. ARM
can be used to further reduce this damage. XP and Gil modifiers
depend on the exact percentage of damage returned.
RETURNED XP MODIFIER GIL MODIFIER
5% +25 +7
10% +30 +10
25% +50 +17
Rotating Weakness
Effect: The monsters vulnerabilities are always in flux. In order to
take Rotating Weakness, the monster must have at least one
Elemental Weakness already in place. If the monster takes damage
from an Element it currently has a Weakness against during the
course of a Round, the Weakness immediately changes; roll a d8
and consult the table below to determine which Element the monster
now has a Weakness towards. If the Element rolled is the same as
the one the monster currently has a Weakness towards, the
monster's new Weakness will be Bio.
Roll Weakness
1 Earth
2 Fire
3 Water
4 Wind
5 Ice
6 Lightning
7 Holy
8 Shadow
A Weakness inflicted by Rotating Weakness takes precedence over
Elemental Resistance, Elemental Immunity, and Elemental
Absorbance, though Status Conditions still override it as normal.
XP MODIFIER GIL MODIFIER
+21 +7
SAMPLE REACTIONS
Here are a few sample Reactions put together with this system. The
monster's Level is given to the right of the attack name.
Charge Up Level 30
Target: Self Type: Reaction
The monster thrives on electrical energy, and is invigorated by
surges of electricity. When triggered, Charge Up bestows the Status
Conditions Power Up (4) and Magic Up (4).
Trigger: Lightning Elemental damage successfully targeting the
monster
Attached Attack: --
XP Modifier: 86 Gil Modifier: 40
Counter Laser Eye Level 8
Target: Single Type: Reaction
When triggered, Counter Laser Eye allows the monster to
immediately cast the Blue Magic Spell Laser Eye on the combatant
that targeted the monster. If the monster is Silenced or does not
have enough MP for the Spell, nothing happens.
Trigger: Magical damage successfully targeting the monster
Attached Attack: Blue Magic (1 - 9 MP)
XP Modifier: 56 Gil Modifier: 29
FIELD EFFECTS
Field Effects are special Abilities that allow a monster to change the
nature of the immediate battlefield to seal a party's powers or
otherwise inconvenience them. A Field Effect takes a single Action to
FINAL FANTASY THE ROLEPLAYING GAME 328
deploy. Its effects only harm the PCs and their allies; the only way to
stop an Effect is by defeating the monster that deployed it. Because
Field Effects can have a drastic impact on combat difficulty, it is
recommended that they be restricted to Boss monsters and
creatures summoned through Alarm or Slave Parts.
Only one Field Effect may be active at any one time even if multiple
monsters can use them, though the current Field Effect can be
changed by expending an Action to deploy a new Effect.
Attack Lock
Effect: Basic attacks are locked down. No Attack Actions may be
used for as long as Attack Lock remains active, though Abilities that
take an Attack Action as a basis remain unaffected.
XP MODIFIER GIL MODIFIER
+22 +7
HP Sap
Effect: The surrounding area continuously drains the party's health,
reducing their HP by 5% of its maximum value at the end of every
Round. This Effect is cumulative with anything else that deals
damage over time, such as the Status Condition Poison, and remains
in effect as long as HP Sap is active.
XP MODIFIER GIL MODIFIER
+48 +16
Item Lock
Effect: Item use is locked down. No Item Actions may be taken for as
long as Item Lock remains active. This includes Abilities that use an
Item Action as their basis, such as Auto-Potion.
XP MODIFIER GIL MODIFIER
+33 +11
Magic Lock
Effect: All magical energy on the battlefield is sealed. No Magic
Abilities may be used for as long as Magic Lock remains active.
XP MODIFIER GIL MODIFIER
+48 +16
Magnetic Field
Effect: A powerful magnetic field dominates the area, weighing down
any combatant with metallic equipment. Characters wearing Mail,
Helmets, Shields, or Gauntlets are afflicted with the Status Condition
Slow, even if they would normally be immune to it; the same applies
to characters wielding any Weapon other than Boomerangs, Bows,
Flails, Gloves, Rods or Staves. Slow cannot be canceled for as long
as Magnetic Field remains active.
XP MODIFIER GIL MODIFIER
+48 +16
MP Sap
Effect: The surrounding area continuously drains the party's mana,
reducing their MP by 5% of its maximum value at the end of every
Round. This Effect is cumulative with anything else that deals
damage over time, such as the Status Condition Venom, and remains
in effect as long as MP Sap is active.
XP MODIFIER GIL MODIFIER
+48 +16
Spell Lock
Effect: A powerful anti-magic field disrupts all spellcasting in the
area. No Spells may be used for as long as Spell Lock remains
active.
XP MODIFIER GIL MODIFIER
+33 +11
Technique Lock
Effect: Non-magical techniques are locked down. No Slow or Fast
Abilities may be used for as long as Technique Lock remains active,
though Magic Abilities continue to function as normal.
XP MODIFIER GIL MODIFIER
+48 +16
BOSS ABILITIES
The following Support Abilities are powers only available to Boss and
End Boss monsters.
Decoy
Effect: For protections sake, the monster surrounds itself with
doppelgangers, taking safety in numbers. A Decoy is entirely
identical in appearance to the monster it replicates; not even a Scan
Spell would be able to find a difference between the two. For this
reason, Decoys are treated as a separate targets in combat, though
they have no HP of their own and may make no Actions; the only way
to destroy them is to eliminate their 'parent.'
The Decoy's effects depend on how the Party direct its attacks. If
the original monster is hit, it will take damage as normal, but striking
a Decoy will result in an immediate counterattack; the monster itself
suffers no ill effects. This attack takes the form of a Reaction Ability
that must be assembled and paid for separately from the Decoy. XP
and Gil values are given per Decoy assigned; a monster with three
Decoys would incur XP and Gil modifiers of +60 and +75
respectively.
XP MODIFIER GIL MODIFIER
+20 +25
Immunity-All
Effect: The monster has Immunity to all negative Status Conditions
FINAL FANTASY THE ROLEPLAYING GAME 329
Fatal-type, Mystify-type, Seal-type, Time-type, Toxin-type, Transform-
type, and Weaken-type. Any rolls to inflict a Status Condition have a
CoS of 0.
XP MODIFIER GIL MODIFIER
+80 +30
Slave Part
Effect: Some bosses in the Final Fantasy games are so large that
they are actually composed of multiple parts. In the FFRPG, this is
simulated by giving a Boss Slave Parts. A Slave Part is created as if
it were an individual monster with the Slave Part Ability, and is
treated as an individual combatant with its own Initiative in combat.
However, it cannot move under its own power it moves where the
Boss moves.
Slave Parts are incapacitated as normal when they are reduced to
0 HP, though they award no Gil or Experience when defeated;
instead, the XP and Gil values of a Boss's Slave Parts are added to
the Boss's own. When the Boss is reduced to 0 HP, all of its Slave
Parts are also reduced to 0 Hit Points, regardless of current HP,
ARM, or M. ARM. Slave Parts come in three types:
Normal Parts begin the battle with the Boss, and are permanently
incapacitated when reduced to 0 HP in combat.
Summoned Parts must be brought into battle by the Boss at the
cost of an Ability Action. If reduced to 0 or fewer Hit Points in
combat, the controlling monster may revive them with full HP and MP
at the cost of a second Action.
Auto-Reviving Parts revive with full Hit Points and Magic Points two
Rounds after being incapacitated.
You can mix and match types as needed a Boss could easily be
composed of two Normal Parts and a Summoned Part.
TYPE XP MODIFIER GIL MODIFIER
Normal -30 -10
Summoned -10 -5
Auto-Reviving 0 0
X-Action
Effect: The monster can take two Actions for the cost of just one,
provided neither of the two is Slow or on a Countdown. The Actions
take effect one after the other; after the resolution of the second,
the monsters turn ends. In the interests of fairness, it is not
recommended that X-Action be used for two consecutive Actions with
Target: Group or two Actions targeting the same combatant.
XP MODIFIER GIL MODIFIER
+80 +30
REWARDS
Once a monsters details, Attributes, Combat Statistics, and Abilities
have been defined, the creation process is essentially complete. All
thats left to do is to figure out how much the resulting beast is
worth.
EXPERIENCE VALUE
Add up all the XP Modifier values tallied up during the creation
process, then multiply the total by the monster's Level. The end
result is the monster's XP Value. As should be apparent at this point,
the XP value of a monster is directly dependent on how much of a
challenge it poses to your players.
GIL VALUE
Aside from the Experience Points it grants upon being defeated,
every monster has also a Gil Value. This is calculated by adding
together all of the Gil Modifiers tallied during the creation process
and multiplying the total by the monsters Level. What this
represents is up to the GM; most e-games have monsters just drop
Gil when they are defeated, regardless of feasibility.
In a more 'realistic' game, the monsters Gil Value represents the
monetary worth of components and materials extracted via a
successful Scavenging Skill Test. This Loot is carried in the party's
Inventory, and can then be sold in the next town for a number of Gil
equal to the monster's Gil value. Loot can be fairly diverse, as
almost any part of a monster has some use leather, fur, oils,
perfumes, meat, ivory, or simple trophies are all acceptable Loot
items.
If the party needs money more than experience, GMs should feel
at liberty to swap a monster's XP and Gil values.
ITEMS
In addition to the more obvious Gil and XP awards, monsters may
drop items and other pieces of equipment on occasion. These can
also be stolen by Thieves by means of the Steal and Mug Abilities. To
track these, fill out a Treasure Table for the monster. A Treasure
Table has four entries, and is set out as follows:
Roll Item
51-100 Common Item
25-50 Uncommon Item
08-24 Rare Item
01-07 Very Rare Item
The classifications used here are relatively self-explanatory.
Common items will be those most frequently dropped by the
monster, with each subsequent slot representing items of increasing
rarity and value. A filled-out table thus might look something like
this:
Roll Item
51-100 Potion
25-50 Hi-Potion
08-24 Hi-Ether
01-07 Phoenix Down
To determine which items and equipment a monster relinquishes,
the GM rolls a d% after the battle is over and simply checks the
Table for the corresponding entry. Note that not every creature must
FINAL FANTASY THE ROLEPLAYING GAME 330
have all four slots filled, nor does each slot have to be unique. Some
monsters may only drop a single kind of item, and infrequently at
that.
Recovery Items, Battle Items, and One-Shot Items will make up the
vast majority of monster drops; in most cases, these should be
tailored to coincide with the monsters origins, properties and
attacks. Creatures that use Poison and Venom should drop the
occasional Antidote as a matter of common courtesy; aerial
creatures like the Thrustaevis, on the other hand, would be good
candidates for items like Shear Feathers and Windmills. A Treasure
Table can also contain Weapons, Armor, Accessories, and Key Items.
Guidelines for awarding all of these can be found in Chapter 10.
How many steaks do you
think we can get out of these?
Wakka
FINAL FANTASY X
For GMs wondering how to reconcile item drops with creatures
who would have no reason to carry items in the first place, item
rewards can be synthesized from Loot once the players sell it.
? Treasure Tables in Action
Having dispatched the last of Deathsight's forces, the players
now take a minute to catch their breath and count the spoils.
Rodger (GM): Thats the end of the soldiers. Searching the
bodies, you find
Checking his notes, Rodger finds the Soldiers item table to be
set out as follows:
Roll Item
51-100 Potion
25-50 Echo Screen
08-24 Echo Screen
01-07 Phoenix Down
He rolls a d% three times, once for each defeated monster,
coming up with a 79, a 35 and a 84 a Potion, an Echo
Screen and another Potion.
Rodger: Two Potions and an Echo Screen.
Rob (Hiro): I'm taking the Potions, then. Anybody want the
Echo Screen?
Blair (Mint): Ill take it. Ive been doing a lot of Item-slinging of
late.
Rob: Sure.
Rodger: As you prepare to step over the prone bodies, a deep
rumble shakes the length of the airship. From above, you can
hear panicked shouting.
M (Haze): This doesn't bode well, Haze remarks, pushing
the door open. Let's hurry up and find a way to get off this
thing.
CONVERTING MONSTERS
With hundreds of fierce and fearsome opponents on offer, many GMs
will want to turn to the Final Fantasy games for creatures to throw at
their players. Converting an e-game monster to the FFRPG ruleset
requires some careful decision-making, but becomes a relatively
straightforward process with practice.
The first thing to do is fill out the monsters profile. Type, Size,
Intelligence, Reaction and Habitat will be either based directly on the
information given in the game, or on a few educated guesses from
the available data. Here, real-life sources may help to flesh out
details glossed over by the game itself, particularly when dealing
with monsters based on actual flora or fauna.
While it's easy to discover a monster's Level in a given game, bear
in mind that each game has its own definition of high-end.' In the
FFRPG, PCs peak at or around Level 65, whereas the e-games may
see characters tackling their final challenges at anywhere between
Level 50 and 80. Make an approximation by considering how far into
the e-game a monster is encountered, and how difficult the
encounter was for the party at the time. Monsters encountered near
the beginning of the game generally translate to Levels 1 through
10 in the FFRPG system, whilst those near the end-game will be at
Levels 70 and above. The Levels 90 to 100 should be reserved
solely for end-of-game opponents and high-powered challenge
bosses such as Shinryuu, Ruby Weapon, Omega Weapon, and
Yiazmat.
Due to the differences in Attributes from game to game, any
numbers available should be used as a rough guideline rather than
as gospel. Instead, observe how the creature performs in battle and
note down the monsters dominant characteristics as they become
apparent. Attribute Points can then be assigned according to your
observations: tough and strong, for instance, means pumping up
VIT and STR; fast, powerful magic,' on the other hand, would
indicate that most of the monsters Attribute Points go to SPD and
MAG. The same reasoning extends to the monsters Combat
Statistics.
Attacks are, again, a matter of observing and making a judgment
call based on the result. As a rule of thumb, an evenly-matched
monster should take off roughly 10% of a characters maximum HP
with a normal attack; adjust STR accordingly, adding Status
Conditions, special properties and Elemental affinities as needed.
If a monsters appears in several e-games, things become either
simpler or more complex, depending on how fleshed-out each extant
version is. The first rule of thumb is to always respect uniqueness; if
a given monster is a palette-swapped variation on another creature
in one game and a distinctively individual creation in another, always
go for the latter. Because the FFRPG is a 'middle ground' between
several different e-games, it is perfectly acceptable to pick and mix
abilities and properties from several different games rather than
attempting to use just one particular version as a benchmark.
Elemental Resistances, Immunities, Absorbances and Weaknesses
can be ported over directly; the same goes for Immunities in regard
to Status Conditions. Some allowances will inevitably have to be
FINAL FANTASY THE ROLEPLAYING GAME 331
made for Status Conditions and Elements which do not appear in the
FFRPG or in the e-game in question. For instance, the elements
Water and Shadow are not strongly defined until later in the series,
and a distinct Shadow-type Spell did not appear until Final Fantasy
IX. In cases such as this, you may need to go back and retroactively
assign Element Immunities and Weaknesses as appropriate, even if
the original creature did not have them.
Other Status Conditions just don't have an equivalent in the
FFRPG. Examples of this include Final Fantasy Tactics Chicken and
Oil and Final Fantasy IXs Trouble and Virus. While it may be tempting
to include rules for such Statuses on grounds of completeness, it
should be pointed out that many of these were deliberately excluded
from the FFRPG core rules due to balance and playability concerns.
The best examples of this are the various Transform-type Status
Conditions floating around the series. While most games and by
extension, the FFRPG use Toad, Final Fantasy IV and VI replaced it
with Pig and Imp, respectively. While the three are different from a
cosmetic standpoint, there is no mechanical difference between
turning a character into a toad and turning them into a pig. For this
reason, the FFRPG only uses Toad there is no need for three
separate Status Conditions when just one will do.
CHAPTER GLOSSARY
The following list recaps some of the most important concepts
introduced in this chapter for quick reference.
Armor Base. Base value determining a monsters overall ARM.
Hit Base. Base value determining a monsters overall HP.
Magic Base. Base value determining the monsters overall MP.
Magic Armor Base. Base value determining a monsters M. ARM.
Modifier. Any additional property attached to a basic Attack to
enhance its effects. Can also be used in conjunction with Abilities in
some cases.
Monster Family. A grouping of monsters who share similar
characteristics.
FINAL FANTASY THE ROLEPLAYING GAME 332
AIII
_______________
SUMMONING

Are you our enemy?


That is up to you...
Zidane Tribal and Ramuh
FINAL FANTASY IX

This Appendix introduces the world of Summon Magic, one of the
most powerful and challenging schools of magic in the Final Fantasy
universe.
THE BASICS OF SUMMONING
Fundamentally speaking, Summon Magic is the ability to command a
host of powerful arcane beings collectively known as the Summons.
What its practitioners bring into the physical world is not the
Summon itself, but an avatar, an extension or 'echo' of a more
powerful magical entity known as the Prime Summon. The Prime
Summon dwells on a plane of existence separate from the physical
realm at large, interacting with material beings by projecting images
of itself across the gap.
Because of the enormous quantities of magical energy required
to sustain these images, an avatar can only exist in the physical
realm for a limited time before disappearing once again. Typically,
this energy is supplied by the summoner, and is drawn from the
summoner's own mana reserves. As a result, the avatar's 'lifespan'
hinges heavily on the summoner's training and natural power.
Callers, who learn summoning alongside other schools of magic,
cannot keep avatars 'grounded' for more than a handful of
seconds; full-fledged Summoners can draw this out as long as
fifteen or twenty minutes, albeit only after many years of training.
An alternative is to bind the avatar to a locus in the physical
world. Generally, this is a particular location where the levels of
ambient magic are high enough to feed the avatar's needs, or a
magically charged artifact such as a crystal in which the avatar can
hibernate. In extreme cases, the avatar can even take residence in
the body or mind of a living creature, though such a fusion has
serious consequences for the 'host.'
Avatars can vary greatly in appearance and power, depending on
their proximity to the Prime Summon they are derived from. Some
basic features are universal; the fire Summon Ifrit has varied from
green-skinned giant to furred beast-man, but each incarnation
retains the same pair of great horns that have become his
trademark. His icy counterpart, Shiva, typically appears as a pale-
skinned woman, though her form veers between recognizably
human and distinctly alien. Others are more predictable: Bahamut
always appears as a great dragon, while Leviathan takes the form
of a mighty sea serpent.
While a Summon's physical appearance can be shaped radically
by beliefs and imagination, most summoners have a particular
image of each Summon drilled into them over the course of their
training. This leads to a certain homogeneity among avatars in a
given world.
Restrictions
Because Summon Magic is not like other kinds of magic, there are
two important restrictions on how it can be used in the FFRPG.
These are:
A Summoner may only have one active Summon at any one time.
In order to change Summons, the active Summon must be
dismissed and a new Summon brought into battle.
A Summon cannot be Summoned or Called by anybody else as
long as it remains an active combatant. In essence, this means that
if Ifrit is Summoned, nobody else may Summon or Call Ifrit until he is
dismissed. Calls have no such limit because they do not 'anchor' a
Summon, but merely bring it into the battle for a few seconds.
USING EVOCATION MAGIC
Also known as Calling, Evocation Magic is the simplest form of
Summoning known to spellcasters. By sacrificing duration for ease
of conjuration, Evocation allows even mages who do not specialize
in Summon Magic to access the power of a Summon in combat.
Evocation Magic works like any other Spell in the FFRPG: a target
is selected, the appropriate number of Magic Points are subtracted
from the caster's total, and the effects are applied. The exact
effects of Calling a Summon are listed at the end of its profile.
Because of its fire-and-forget nature, Evocation Magic cannot be
used to make a Summon carry out complex tasks, though the
offensive and curative effects of a Call can be used both in and out
of combat in the same manner as any other Spell.
USING SUMMON MAGIC
Because it makes an active combatant out of the Summons it calls
on, true Summon Magic is rather more complicated than its little
brother, but enjoys significantly greater flexibility and power in
exchange.
FINAL FANTASY THE ROLEPLAYING GAME 333
Targeting
A Summon acts as an independent combatant on the battlefield,
and may be targeted accordingly. As long as the Summon is active,
however, its Summoner cannot be targeted either directly or
indirectly. During this time period, any damage that the Summoner
would normally suffer is taken by the Summon instead. The only
exception to this is damage inflicted by Death, Near-Fatal, and
Gravity-type effects see the section on Status Conditions below for
more details.
Attributes
A Summon's Attributes are equal to those of its Summoner,
including any bonuses from Equipment Abilities. In practice, this
means that the Summoner's Attributes are used in all damage
calculations. If a Summon is called up to perform a specific task that
would normally require a Task Check against an Attribute say,
Summoning Titan to support a collapsing house the GM may
waive the Task Check if the Summon's physique or shape seems
particularly suited to the task.
Combat Statistics
Hit Points: A Summon's maximum Hit Points are equal to its
Summoner's maximum Hit Points Equipment Ability bonuses
included multiplied by the Summon's Hit Point modifier. For
instance, a Summoner with 300 Hit Points summoning Lakshmi (x
1.5) would result in a Lakshmi with a maximum HP value of 450 HP.
A Summon who has 1 or more HP remaining is a valid target for
Recovery Items and effects, and may use them to regain Hit Points.
Out of battle, Summons also restore Hit Points if the Summoner
rests or uses a healing fixture. In this case, the Summon regains Hit
Points at the same rate as the Summoner would 100% for Full or
Intensive Rest, 75% for Travel Rest, 50% for Fitful Rest, and so
forth.
Because of this, a Summon's current HP value carries over
between summonings, making it possible for a Summon to enter
battle with fewer than its maximum Hit Points. For instance, if
Lakshmi had suffered 200 HP worth of damage before being
dismissed and had not been healed between summonings, she
would be summoned the second time with just 250 out of 450 Hit
Points remaining.
Summons whose current Hit Points are 0 cannot be summoned
again until they have been restored by rest, as explained below.
! Lakshmi A, Meet Lakshmi B
While a Summon cannot be brought into battle as an active
combatant by two different parties at once, it is possible for
multiple combatants to draw on the same Summon over the
course of a battle. Because each Summoner calls up his or her
own 'version' of a Summon, damage does not carry over from
Summoner to Summoner, but only affects the Summoner's own
'version.' If one Summoner calls up Ifrit and dismisses him with
200 Hit Points remaining and a second Summoner calls Ifrit up
later in the same battle, the second Summoner's version of Ifrit
will not be affected by the first version's Hit Point loss. Similarly, if
the first Summoner's Ifrit is reduced to 0, this will not prevent the
second Summoner from calling upon his services.
Magic Points: Summons have no Magic Points of their own. Any
Action that has an MP cost associated with it instead draws these
MP from the Summoner's own reserves.
M. ACC, DEX, and MND are all equal to the Summoner's own,
Equipment Ability modifiers included.
ACC is equal to the Summoner's own, using the Summoner's
highest available Weapon Skill.
ARM and M. ARM are both 0.
Support and Equipment Abilities
All Summons come with their own distinctive Support Abilities.
These Abilities apply to the Summon and the Summon alone; the
Summoner gains no benefit from them just as the Summon gains no
benefit from the Summoner's Support Abilities.
Similarly, the Summon does not directly benefit from the
Summoner's Equipment Abilities, though there are four Equipment
Abilities that can indirectly affect the Summon's actions:
Headhunter, Sensor, Auto-MP Quarter, and Auto-MP Half.
Actions
A Summon may act immediately upon being Summoned, and will
generate Initiative as normal in subsequent Rounds. The following
Actions are available to Summons:
Attack. A Summon can make Attack Actions in the same manner
as a PC. The Damage Code for the Attack can be found in the
Summon's profile.
Defend. The Summon can make Defense Actions as normal.
Wait. The Summon can make Wait Actions as normal.
Ability. The Summon can use an Ability Action to use its Summon
Ability or cast a Spell from the list given in the Summon's profile.
Depending on the circumstances, they may also be able to use a
Grand Summon Ability. Grand Summon Abilities are designated with
an asterisk (*) in the Summon's profile.
Any Ability that costs MP will draw that MP from the Summoner's
pool. If the Summoner does not have enough Magic Points left for
the Ability, it may not be used.
FINAL FANTASY THE ROLEPLAYING GAME 334
Status Conditions
Barrier and Enhance-type Status Conditions are the only ones
capable of affecting a Summon. All others including Death, Near-
Fatal, and Gravity-type effects will affect its Summoner, though the
Summon's Combat Statistics are used to resist such attacks where
appropriate. If the Summon is struck by an attack that inflicts
damage as well as a Status Condition, the Summon suffers damage
as normal, transferring only the Status Condition to its Summoner.
As long as the Summon remains in combat, the effects of all
Status Conditions active on its Summoner, positive or otherwise, are
suspended. However, certain Status Conditions may result in a
Summon's instant dismissal see the section on Dismissal below
for more details.
Dismissal
Once called up, a Summon can stay on the battlefield for up to six
(6) rounds before automatically being dismissed. A Summon will be
dismissed sooner than this if:
The battle ends. An active Summon is automatically dismissed
once the last opponent on the battlefield is incapacitated.
The Summon loses all Hit Points. An active Summon is
automatically dismissed if its current Hit Points are reduced to 0 or
fewer.
The Summoner is unable to direct the Summon's actions. This
occurs when the Summoner falls Unconscious or is afflicted with the
Status Conditions Stone, Stop, or Toad.
A Grand Summon Ability is used. If a Grand Summon Ability is
used, the Summon is automatically dismissed after the Ability's
effects have been resolved. This does not include Spells that are
only available if the Summon is brought into battle with Grand
Summon these can be cast without penalty.
Once the Summon is dismissed, the Summoner becomes an active
target once again and is subject to the effects of any remaining
active Status Conditions.
Healing Summons
Once summoned, a Summon's Hit Points can be restored by
recovery effects and items in the same manner as any other party
member's. They also benefit from the effects of resting as
described in Chapter 9, and regain Hit Points at the appropriate
rate. However, Summons reduced to 0 or fewer Hit Points cannot be
revived by normal means the only way to bring them back to
fighting fitness is through Full or Intensive Rest.
Advancement
Summons grow in power with the Summoner, gaining new and
stronger powers as the Summoner advances in Levels. To reflect
this, every Summon has an advancement chart included in its
profile, listing the attacks and Spells it gains as the Summoner
advances, as well as the damage done by its Abilities at its current
Level. These values are absolute a Summoner cannot choose to
'roll back' these advancements and do less damage in exchange for
a lower MP cost.
FINAL FANTASY THE ROLEPLAYING GAME 335
SUMMON PROFILES
The profiles that make up the rest of this Appendix contain all information needed for Callers and Summoners to work their craft. Each Summon is
introduced with a 'summon animation,' followed by its available Abilities, Spells, and Call effect. Any Ability marked with an asterisk (*) cannot be
used unless the Summoned Beast was brought into battle by Grand Summon. All damage-dealing effects are modified for the targets' ARM (if STR
or AGI based) or M. ARM (if MAG based) unless otherwise noted.
Table AIII-1: Master Summon List
SUMMON POWERS SUMMON POWERS SUMMON POWERS
Alexander Elemental (Holy) Golem Support
Status (Barrier)
Quetzalcoatl Elemental (Lightning)
Anima Elemental (Shadow)
Status (Fatal)
Hades Elemental (Bio)
Status (Special)
Ramuh Elemental (Lightning)
Ark Multiple Ifrit Elemental (Fire) Remora Arcane (Physical)
Status (Time)
Asura Recovery
Status (Barrier)
Kirin Recovery
Status (Strengthen)
Salamander Elemental (Fire)
Atomos Status (Fatal) Kujata Elemental (Special) Seraphim Recovery
Bahamut Arcane (Magical) Lakshmi Recovery Shiva Elemental (Ice)
Bismarck Elemental (Water) Leviathan Elemental (Water) Siren Status (Mystify)
Arcane (Magical)
Cait Sith Arcane (Magical)
Status (Time)
Lich Elemental (Shadow)
Status (Various)
Syldra Elemental (Special)
Carbuncle Status (Barrier)
Status (Strengthen)
Jormungand Elemental (Earth) Sylph Recovery
Catoblepas Arcane (Magical)
Status (Seal)
Madeen Elemental (Holy) Titan Elemental (Earth)
Cerberus Arcane (Magical)
Status (Time)
Status (Strengthen)
Magus Sisters Arcane (Magical) Typhon Elemental (Wind)
Status (Fatal)
Crusader Arcane (Physical) Mist Dragon Elemental (Ice) Unicorn Recovery
Diabolos Status (Fatal) Odin Arcane (Physical)
Status (Death)
Valefor Arcane (Magical)
Status (Time)
Doomtrain Elemental (Bio)
Status (Special)
Pandemonium Elemental (Wind) Valigarmanda Elemental (Special)
Fairy Recovery Phantom Arcane (Magical)
Status (Special)
Yojimbo Arcane (Physical)
Status (Death)
Fenrir Arcane (Magical)
Status (Special)
Phoenix Elemental (Fire)
Recovery
FINAL FANTASY THE ROLEPLAYING GAME 336
Lakshmi
A shaft of soft light shines down from above, gradually solidifying into the shape of a beautiful dark-skinned young woman. Draped with a loose-
fitting blue robe and crowned with a sunburst of purest gold, she takes her place on the battlefield with all the grace and dignity of a queen.
Hit Point Modifier: x 1.5 Support Abilities: SOS-Regen
WARM EMBRACE VARIABLE COST
Target: Single Type: Recovery
Lakshmi floats behind the target and encircles it within her arms, creating a burst of amber energy that refreshes the target to the core. Warm
Embrace restores a certain number of Hit Points to the target see the Advancement table for more details.
LOVING EMBRACE* VARIABLE COST
Target: Party Type: Recovery
Lakshmi drifts to the center of the battlefield, tantalizingly raising her hands above her head. On cue, her crown begins to glow, forming a ball of
light that radiates out over the Summoner's allies to restore and revitalize all. Loving Embrace restores a certain number of Hit Points to all
eligible combatants see the Advancement table for more details.
Table AIII-2: Lakshmi's Advancement
LEVEL ATTACK WARM EMBRACE LOVING EMBRACE* SPELLS
1 - 8 (2 x STR) + d8 (4 x MAG) + d10 (5 MP) --- Poisona
9 - 16 (3 x STR) + d8 (6 x MAG) + 2d10 (10 MP) --- Stona
17 - 24 (5 x STR) + 2d8 (8 x MAG) + 2d10 (13 MP) --- Regen
25 - 32 (6 x STR) + 2d8 (10 x MAG) + 3d10 (17 MP) --- Basuna
33 - 40 (8 x STR) + 4d8 (11 x MAG) + 3d10 (24 MP) (15 x MAG) + 4d10 (42 MP) ---
41 - 48 (10 x STR) + 3d8 (13 x MAG) + 4d10 (29 MP) (17 x MAG) + 4d10 (54 MP) Esuna*
49 - 56 (11 x STR) + 4d8 (15 x MAG) + 4d10 (37 MP) (18 x MAG) + 4d12 (60 MP) ---
57 - 64 (13 x STR) + 4d8 (17 x MAG) + 4d10 (49 MP) (20 x MAG) + 4d12 (69 MP) ---
65+ (14 x STR) + 5d8 (18 x MAG) + 4d12 (55 MP) (22 x MAG) + 4d12 (78 MP) ---
CALL
ALLURING EMBRACE 14 MP
Target: Party Type: Recovery
Lakshmi spreads her arms, creating a dazzling display of golden light to revitalize the party. Alluring Embrace restores (3 x MAG) + d10 HP to all
eligible combatants.
FINAL FANTASY THE ROLEPLAYING GAME 337
Valefor
The clouds part as Valefor swoops down from the heavens, great leathery wings cracking like distant thunder. Like many of her ilk, Valefor defies
easy description: her tail, hind legs, and wings are of a deep purple hue, resembling those of a drake or great dragon; her upper body almost
humanoid in spite of the rust-red feathers and a beaked head white as bone. Great curled claws spring from her shoulders, their awkward look
and placement reminiscent of a second pair of wings; a golden chain hangs from one, swinging ever so slowly as Valefor moves in to land before
the Summoner and awaits her first command.
Hit Point Modifier: x 1.5 Support Abilities: Auto-Float
SONIC WINGS VARIABLE COST
Target: Single Type: Arcane (Magical)
Status (Time)
Valefor takes to the air, wings beating slower and slower until time itself seems to lag behind the Summon; at this point, a final snap of the wings
sends a destructive gust of air soaring towards the target, all but bowling it over. Sonic Wings inflicts a certain amount of Magical damage to the
target, striking automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal. Sonic Wings also has a
CoS of (M. ACC - 50), M. Evasion of reducing the target's current Initiative by 25%. This has no effect if the target has no further Actions in the
current Round.
ENERGY BLAST* VARIABLE COST
Target: Group Type: Arcane (Magical)
In one acrobatic swoop, Valefor ascends to hover high above the battlefield, beak glowing golden as magical energy begins to pour into her body.
As the accumulated energy reaches its apex, an arcane array shimmers to life in the air in front of the Summon; in an instant, power pours into
the array, sending wild blasts of magic roaring into enemy lines. Energy Blast inflicts a certain amount of Magical damage to all eligible
combatants in the targeted Group, striking automatically see the Advancement table for more details. This damage is reduced by M. ARM as
normal.
Table AIII-3: Valefor's Advancement
LEVEL ATTACK SONIC WINGS ENERGY BLAST* SPELLS
1 - 8 (2 x STR) + d8 (4 x MAG) + d10 (10 MP) --- Blizzard, Fire, Thunder
9 - 16 (3 x STR) + d8 (6 x MAG) + 2d10 (15 MP) --- Water
17 - 24 (5 x STR) + 2d8 (8 x MAG) + 2d10 (18 MP) --- Blizzara, Fira, Thundara
25 - 32 (6 x STR) + 2d8 (10 x MAG) + 3d10 (22 MP) --- Watera
33 - 40 (8 x STR) + 4d8 (11 x MAG) + 3d10 (29 MP) (15 x MAG) + 4d10 (47 MP) ---
41 - 48 (10 x STR) + 3d8 (13 x MAG) + 4d10 (34 MP) (17 x MAG) + 4d10 (59 MP) ---
49 - 56 (11 x STR) + 4d8 (15 x MAG) + 4d10 (42 MP) (18 x MAG) + 4d12 (65 MP) ---
57 - 64 (13 x STR) + 4d8 (17 x MAG) + 4d10 (54 MP) (20 x MAG) + 4d12 (74 MP) ---
65+ (14 x STR) + 5d8 (18 x MAG) + 4d12 (60 MP) (22 x MAG) + 4d12 (83 MP) ---
CALL
ENERGY RAY 15 MP
Target: Group Type: Arcane (Magical)
With a piercing cry, Valefor flies up, blue-white power gathering in her open mouth; upon reaching an ideal altitude, she sends a ray of intense
energy directly into the enemy group, cleaving the very ground itself in two. Energy Ray inflicts (3 x MAG) + d10, M. ARM Magical damage to all
eligible combatants, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 338
Remora
The air of battle seems to thicken, becoming viscous, almost liquid. As other combatants struggle to regain their bearings, a swarm of small,
golden-scaled fish circle up around the Summoner, baring a fearsome array of razor-sharp teeth as they prepare to move in for the kill...
Hit Point Modifier: x 1.5 Support Abilities: SOS-Agility Up
CONSTRICT 18 MP
Target: Single Type: Status (Special)
Without warning, a portion of the Remora swarm surges forth. In a matter of seconds, a dozen jaws have grabbed hold of the target, all but
smothering it in a blanket of thrashing, biting fish. Constrict has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Conditions Agility Down
(6) and Slow (6). Roll separately for each status condition.
FLYING PIRANHA* VARIABLE COST
Target: Single Type: Arcane (Physical)
Status (Time)
A large group of Remoras detach from the swarm, gnashing at the target in a frenzy of vicious activity until blood and ichor flow freely. Flying
Piranha inflicts a certain amount of Physical damage to the target, striking automatically see the Advancement table for more details. This
damage is reduced by ARM as normal. Flying Piranha also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition Sap (6).
Table AIII-4: Remora's Advancement
LEVEL ATTACK CONSTRICT FLYING PIRANHA* SPELLS
1 - 8 (2 x AGI) + d8 --- --- Burn Ray, Yawn
9 - 16 (3 x AGI) + d8 --- --- Speed
17 - 24 (5 x AGI) + 2d8 --- --- Slow, Ray Bomb
25 - 32 (6 x AGI) + 2d8 --- --- Immobilize
33 - 40 (8 x AGI) + 4d8 --- (15 x AGI) + 4d10 (52 MP) Slowga*
41 - 48 (10 x AGI) + 3d8 --- (17 x AGI) + 4d10 (64 MP) Disable*
49 - 56 (11 x AGI) + 4d8 --- (18 x AGI) + 4d12 (70 MP) ---
57 - 64 (13 x AGI) + 4d8 --- (20 x AGI) + 4d12 (79 MP) ---
65+ (14 x AGI) + 5d8 --- (22 x AGI) + 4d12 (88 MP) ---
CALL
LATCh-On 16 MP
Target: Single Type: Status (Time)
The summoned Remoras strike as one, overwhelming the target in short order by sheer weight of numbers. Latch-On has a CoS of (M. ACC - 50),
M. Evasion of inflicting the Status Conditions Immobilize (6) and Slow (6). Roll separately for each status condition.
FINAL FANTASY THE ROLEPLAYING GAME 339
Ifrit
The ground rumbles and shakes as a fountain of magma erupts from the earth, carrying a great and fiendish figure with it. Reflected flame glints
from its massive horns, highlighting sinewed, ruddy skin and rippling muscles; the figure of a god in a body half man, half beast. With a thud, Ifrit
lands squarely on the cooling lava, hellfire erupting from his canine maw as he throws back his head and bellows his defiance to the skies.
Hit Point Modifier: x 2 Support Abilities: Fire Enhancer, Elemental Absorbance: Fire, Elemental Weakness: Water/Ice
BuRNING STRIKE VARIABLE COST
Target: Single Type: Elemental (Fire)
Ifrit lets out a chilling roar as flames begin to dance across his claws. Lunging forward, he smashes his fist into the ground; below the target, the
earth cracks and breaks open, releasing gouts of flame and fountains of lava. Burning Strike inflicts a certain amount of Fire Elemental damage
to the target, striking automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal.
HELLFIRE* VARIABLE COST
Target: Group Type: Elemental (Fire)
Leaping into the air, Ifrit creates two spheres of fire in his hands, waiting just a split-second before hurling them towards the enemy. Even as
flames engulf everything in sight, Ifrit spits another roaring blast of flame; the resulting explosion creates a coruscating sphere of fire magic that
envelops the enemy, leaving them suspended in mid-air. Foes now immobilized, Ifrit delivers the coup de grace: tearing up a great fragment of
earth to hurl at the hovering conflagration, shattering the spell and sending everything plummeting back down to earth. Hellfire inflicts a certain
amount of Fire Elemental damage to all eligible combatants in the targeted Group, striking automatically see the Advancement table for more
details. This damage is reduced by M. ARM as normal.
Table AIII-5: Ifrit's Advancement
LEVEL ATTACK BURNING STRIKE HELLFIRE SPELLS
1 - 8 (2 x STR) + d8 (4 x MAG) + d10 (7 MP) --- Fire
9 - 16 (3 x STR) + d8 (6 x MAG) + 2d10 (12 MP) --- Element Spikes (Fire)
17 - 24 (5 x STR) + 2d8 (8 x MAG) + 2d10 (15 MP) --- Fira
25 - 32 (6 x STR) + 2d8 (10 x MAG) + 3d10 (19 MP) --- Drain
33 - 40 (8 x STR) + 4d8 (11 x MAG) + 3d10 (26 MP) (17 x MAG) + 4d10 (59 MP) Firaga*, Null Element (Ice)*
41 - 48 (10 x STR) + 3d8 (13 x MAG) + 4d10 (31 MP) (18 x MAG) + 4d10 (65 MP) Null Element (Water)*
49 - 56 (11 x STR) + 4d8 (15 x MAG) + 4d10 (39 MP) (20 x MAG) + 4d12 (74 MP) ---
57 - 64 (13 x STR) + 4d8 (17 x MAG) + 4d10 (51 MP) (22 x MAG) + 4d12 (83 MP) ---
65+ (14 x STR) + 5d8 (18 x MAG) + 4d12 (57 MP) (24 x MAG) + 4d12 (91 MP) ---
CALL
INFERNal Blaze 21 MP
Target: Group Type: Elemental (Fire)
The ground shudders as a sphere of molten rock and fire bursts forth beneath Ifrit's feet, carrying Ifrit many feet into the air. As the ball comes
into position above the party, the Summon leaps from it, bringing both fists down hard on the rock. The force of the blow sends the fiery mass
hurtling towards the enemy until it lands, obliterating all in a mass of flames and superheated rock. Infernal Blaze inflicts (6 x MAG) + 2d10, M.
ARM Fire Elemental damage to all eligible combatants, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 340
Ramuh
Thunder rumbles in the distance as dark, foreboding clouds gather over the battlefield, casting the proceedings in an eerie half-light. Without
warning, bolts of lightning burst forth from the clouds and strike the ground in front of the Summoner, obscuring everything in a single blinding
flash. When the glare has faded and the last peal of thunder rung out, the Summoner has been joined by a wizened man with a long grey beard,
dressed in loose gray robes and carrying a gnarled staff. Despite his age, not a flicker of weakness or infirmity passes over Ramuh's face; his
expression is hard, eyes shining with a terrible majesty.
Hit Point Modifier: x 2 Support Abilities: Lightning Enhancer, Elemental Absorbance: Lightning,
Elemental Weakness: Earth/Water
SHOCK STRIKE
VARIABLE COST
Target: Single Type: Elemental (Lightning)
Support
Ramuh lifts his staff high, allowing it to be struck by an errant bolt of lightning from the clouds. Whirling his staff once over his head, he points it
at the target and the accumulated electrical charge leaps out, sending countless thousand volts into the target's body. Shock Strike inflicts a
certain amount of Lightning Elemental damage to the target, striking automatically see the Advancement table for more details. This damage is
reduced by M. ARM as normal. Shock Strike also has a CoS of (M. ACC - 50), M. Evasion to cancel all Enhance- and Barrier-type Status Conditions
on the target, save Shield.
JUDGEMENT BOLT* VARIABLE COST
Target: Group Type: Elemental (Lightning)
The wind begins to howl as Ramuh chants in an arcane language, drawing a swirling, twisting mass of stormclouds to him. He stands unflinching
as lightning begins to flash and crackle, letting the bolts strike him again and again until his staff sizzles with barely contained power before
hoisting it aloft. In an instant, electricity springs forth in all directions, a rolling wheel of million-volt devastation that spins and scorches with
erratic but deadly force. Judgment Bolt inflicts a certain amount of Lightning Elemental damage to all eligible combatants in the Group, striking
automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal.
Table AIII-6: Ramuh's Advancement
LEVEL ATTACK SHOCK STRIKE JUDGEMENT BOLT* SPELLS
1 - 8 (2 x STR) + d8 (4 x MAG) + d10 (10 MP) --- Poison, Thunder
9 - 16 (3 x STR) + d8 (6 x MAG) + 2d10 (15 MP) --- Element Spikes (Lightning)
17 - 24 (5 x STR) + 2d8 (8 x MAG) + 2d10 (18 MP) --- Thundara
25 - 32 (6 x STR) + 2d8 (10 x MAG) + 3d10 (22 MP) --- Bio
33 - 40 (8 x STR) + 4d8 (11 x MAG) + 3d10 (29 MP) (17 x MAG) + 4d10 (59 MP) Null Element (Earth)*,
Thundaga*
41 - 48 (10 x STR) + 3d8 (13 x MAG) + 4d10 (34 MP) (18 x MAG) + 4d10 (65 MP) Null Element (Water)*
49 - 56 (11 x STR) + 4d8 (15 x MAG) + 4d10 (42 MP) (20 x MAG) + 4d12 (74 MP) ---
57 - 64 (13 x STR) + 4d8 (17 x MAG) + 4d10 (54 MP) (22 x MAG) + 4d12 (83 MP) ---
65+ (14 x STR) + 5d8 (18 x MAG) + 4d12 (60 MP) (24 x MAG) + 4d12 (91 MP) ---
CALL
Judgment Staff 21 Mp
Target: Group Type: Elemental (Lightning)
Tiny arcs of blue-white electricity surge over Ramuh's body as he charges his staff with the wrath of the heavens themselves, waiting until the very
tip of it glows golden before hurling it into the midst of the enemy with unexpected force. The gathered power bursts forth on impact, creating an
ever-expanding circle of pure lightning that shocks everything in its vicinity with a merciless barrage of bolts. Judgment Staff inflicts (6 x MAG) +
2d10, M. ARM Lightning Elemental damage to all eligible combatants, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 341
Shiva
As the Summoner completes the final motions of the summoning ritual, man-sized fragments of ice come crashing down on the battlefield,
creating a jagged tower of polished, glistening cold. Yet this spectacular structure is only the beginning; instantly, a soft shaft of light falls down
upon it, illuminating the gentle fall of snowflakes as a lithe female figure descends from above, landing in the midst of the ice. For a moment, only
her reflection is visible: the delicate blue skin covered in strange, inhuman markings, the scant scraps of clothing protecting only her modesty
from the elements, multiplied into infinity by countless facets of ice. Then her eyes snap open, shattering the frozen carapace. Shiva, queen of ice,
stands ready for battle.
Hit Point Modifier: x 2 Support Abilities: Ice Enhancer, Elemental Absorbance: Ice, Elemental Weakness: Fire/Lightning
HEAVENLY STRIKE VARIABLE COST
Target: Single Type: Elemental (Ice)
Status (Time)
Shiva regards her target with a cool, disdainful gaze. Judging the foe unworthy of effort, she waves her hand and freezes the air above the target
into an enormous block of ice that immediately drops down, delivering a crushing blow. Heavenly Strike inflicts a certain amount of Ice Elemental
damage to the target, striking automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal.
Heavenly Strike also has a CoS of (M. ACC - 50), M. Evasion of reducing the target's current Initiative by 25%. This has no effect if the target has
no further Actions in the current Round.
DIAMOND DUST* VARIABLE COST
Target: Group Type: Elemental (Ice)
Shifting her stance for stability, Shiva gathers a charge of magic in her hands, barely pausing before unleashing a blast of pure frigid might
against the Summoner's enemies. Even the mightiest foe is quickly entombed as relentless streams of supercool air build layer after layer of
sharp, gleaming ice, trapping everything in range beneath a frozen wall. A snap of Shiva's fingers promptly shatters the ice prison, showering its
victims with a cascade of tiny fragments a biting assault to balance the sudden shock as temperatures abruptly return to normal. Diamond Dust
inflicts a certain amount of Ice Elemental damage to all eligible combatants in the targeted Group, striking automatically see the Advancement
table for more details. This damage is reduced by M. ARM as normal.
Table AIII-7: Shiva's Advancement
LEVEL ATTACK HEAVENLY STRIKE DIAMOND DUST* SPELLS
1 - 8 (2 x STR) + d8 (4 x MAG) + d10 (10 MP) --- Blizzard
9 - 16 (3 x STR) + d8 (6 x MAG) + 2d10 (15 MP) --- Element Spikes (Ice), Rasp
17 - 24 (5 x STR) + 2d8 (8 x MAG) + 2d10 (18 MP) --- Blizzara
25 - 32 (6 x STR) + 2d8 (10 x MAG) + 3d10 (22 MP) --- Osmose
33 - 40 (8 x STR) + 4d8 (11 x MAG) + 3d10 (29 MP) (17 x MAG) + 4d10 (59 MP) Null Element (Fire)*, Blizzaga*
41 - 48 (10 x STR) + 3d8 (13 x MAG) + 4d10 (34 MP) (18 x MAG) + 4d12 (65 MP) Null Element (Lightning)*
49 - 56 (11 x STR) + 4d8 (15 x MAG) + 4d10 (42 MP) (20 x MAG) + 4d12 (74 MP) ---
57 - 64 (13 x STR) + 4d8 (17 x MAG) + 4d10 (54 MP) (22 x MAG) + 4d12 (83 MP) ---
65+ (14 x STR) + 5d8 (18 x MAG) + 4d12 (60 MP) (24 x MAG) + 4d12 (91 MP) ---
CALL
SNOWSTORM 21 MP
Target: Group Type: Elemental (Ice)
Shiva whirls on the spot, sending motes of blue snow scattering across the battlefield. Where they land, the snowflakes instantly grow a
hundredfold, hardening into cruel spikes of ice that freeze and pierce with impunity. Snowstorm inflicts (6 x MAG) + 2d10, M. ARM Ice Elemental
damage to all eligible combatants in the targeted Group, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 342
Sylph
The instant the Summoner begins the summoning ritual, a light breeze gusts through the battlefield, carrying with it the sound of girlish giggles.
While the ritual continues, sparkling pink energy roams across the Summoner's body, whirling about in loose spirals that become full-fledged orbits
as each sparkle grows into a fist-sized globule of magic. With a series of soft pops, the globules 'hatch,' resolving into slender female figures just
large enough to fit in the palm of a human hand. Dressed in scant tunics whose dark, natural colors offer a sharp contrast to their porcelain skin,
the Sylphs are as alluring as they are mischievous, darting to and fro in a swarm whose true numbers defy the casual observer.
Hit Point Modifier: x 1.5 Support Abilities: Auto-Float
SYLVAN TOUCH VARIABLE COST
Target: Single Type: Recovery
A single Sylph separates from the group, trailing rose-hued pixie dust as it flits toward the target. With a mischievous giggle, she taps it, a feather-
light touch that coaxes chi and mana from the target's body and transfers it to the Sylph's own. Thus loaded down with stolen life force, the Sylph
flies back to the party and swoops around them, distributing its plunder in a shower of sparkling motes. Sylvan Touch inflicts a certain amount of
Magical damage to the target, striking automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal,
and 50% of this damage is subtracted from the target's Hit Points and Magic Points, respectively. All active Party members then regain a number
of Hit and Magic Points equal to (Hit Points Lost by Target / Number of Party Members) and (Magic Points Lost by Target / Number of Party
Members), respectively. If the attack inflicts 100 damage, for instance, the target would lose 50 Hit and Magic Points, which would then be evenly
divided between the combatants in the Party.
SYLVAN DANCE* VARIABLE COST
Target: Group Type: Recovery
A cloud of Sylphs swarms the battlefield, whirling through enemy lines in a wild dance that snatches chi and mana away from the Summoner's
foes. After completing their twirl with the targets, the Sylphs swoop back to the party to disperse their ill-gotten gains in a series of fluttering
pirouettes. Sylvan Dance inflicts a certain amount of Magical damage to the targets, striking automatically see the Advancement table for more
details. This damage is reduced by M. ARM as normal, and 50% of this damage is subtracted from the target's Hit Points and Magic Points,
respectively. All active Party members then regain a number of Hit and Magic Points equal to (Hit Points Lost by Target / Number of Party
Members) and (Magic Points Lost by Target / Number of Party Members), respectively. If the attack inflicts 100 damage, for instance, the target
would lose 50 Hit and Magic Points, which would then be evenly divided between the combatants in the Party.
Table AIII-8: Sylph's Advancement
LEVEL ATTACK SYLVAN TOUCH SYLVAN DANCE* SPELLS
1 - 8 (2 x AGI) + d8 (6 x MAG) + 2d10 (18 MP) --- Burn Ray
9 - 16 (3 x AGI) + d8 (8 x MAG) + 2d10 (21 MP) --- Float
17 - 24 (5 x AGI) + 2d8 (10 x MAG) + 3d10 (25 MP) --- Ray Bomb
25 - 32 (6 x AGI) + 2d8 (11 x MAG) + 3d10 (32 MP) --- Drain, Osmose
33 - 40 (8 x AGI) + 4d8 (13 x MAG) + 3d10 (37 MP) (17 x MAG) + 4d10 (62 MP) Flare Star*
41 - 48 (10 x AGI) + 3d8 (15 x MAG) + 4d10 (45 MP) (18 x MAG) + 4d12 (68 MP) ---
49 - 56 (11 x AGI) + 4d8 (17 x MAG) + 4d10 (57 MP) (20 x MAG) + 4d12 (77 MP) Syphon*
57 - 64 (13 x AGI) + 4d8 (18 x MAG) + 4d12 (63 MP) (22 x MAG) + 4d12 (86 MP) ---
65+ (14 x AGI) + 5d8 (20 x MAG) + 4d12 (72 MP) (24 x MAG) + 4d12 (94 MP) ---
CALL
Whispering WIND 26 MP
Target: Single Type: Recovery
A soft breeze can be felt as two Sylphs flutter towards the target and begin circling it in tight, coordinated spirals, coaxing forth its chi. The target
is enveloped in a soft blue glow as its life force is drained away, a glow that quickly blossoms into an intense sphere of energy as the Sylphs
complete their flight and pitch the stolen vitality back to the Summoner's allies. Whispering Wind inflicts (10 x MAG) + 3d10, M. ARM Magical
damage to the target, striking automatically. All active Party members then regain a number of Hit Points equal to (Hit Points Lost by Target /
Number of Party Members).
FINAL FANTASY THE ROLEPLAYING GAME 343
Siren
Soft harp music resounds in the air as a wave of foaming surf washes across the battlefield, transforming it into a hallucinatory ocean landscape
illuminated by golden light. As the water splashes and laps around the combatants, a woman of unimaginable beauty emerges from the ocean
depths, peach-skinned body barely concealed by feathers of scarlet and amber. Her blonde hair flows freely, wafting in even the slightest breeze;
the face it frames a vision of feral beauty. An ornate harp is slung under one arm, revealed only as Siren takes her place before the Summoner,
wings unfurled; her long, cruel nails pick the strings with inhuman dexterity, coaxing sounds to bewitch and addle her enemies.
Hit Point Modifier: x 1.5 Support Abilities: SOS-Spirit Up
LUNATIC VOICE VARIABLE COST
Target: Single Type: Arcane (Magical)
Status (Mystify)
Siren locks her eyes on a single target, strumming the beginnings of a wordless song that leaps straight into the victim's heart, inflaming its ardor
until every shred of control has been stripped away. Lunatic Voice inflicts a certain amount of Magical damage to the target, striking automatically
see the Advancement table for more details. This damage is reduced by M. ARM as normal. Lunatic Voice also has a CoS of (M. ACC - 50), M.
Evasion of inflicting the Status Condition Berserk (6).
LOVELY VOICE* VARIABLE COST
Target: Group Type: Arcane (Magical)
Status (Mystify)
With a coy smile, Siren begins coaxing streams of music from her harp, creating a soundscape thick with unspoken invitations and unrequited love
a sonic cocktail designed to wrap the Summoner's enemies around her little finger. Instantly smitten, the song's victims begin fighting friend and
foe alike for the Siren's affections, dissolving into a chaotic, lust-crazed melee. Lovely Voice inflicts a certain amount of Magical damage to all
eligible combatants in the targeted Group, striking automatically see the Advancement table for more details. This damage is reduced by M. ARM
as normal. Lovely Voice also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition Confusion (6) roll separately for each
eligible combatant.
Table AIII-9: Siren's Advancement
LEVEL ATTACK LUNATIC VOICE LOVELY VOICE* SPELLS
1 - 8 (2 x AGI) + d8 (6 x MAG) + 2d10 (15 MP) --- Blind, Sleep
9 - 16 (3 x AGI) + d8 (8 x MAG) + 2d10 (18 MP) --- Berserk
17 - 24 (5 x AGI) + 2d8 (10 x MAG) + 3d10 (22 MP) --- Silence
25 - 32 (6 x AGI) + 2d8 (11 x MAG) + 3d10 (29 MP) --- Confuse
33 - 40 (8 x AGI) + 4d8 (13 x MAG) + 3d10 (34 MP) (17 x MAG) + 4d10 (69 MP) Curse*
41 - 48 (10 x AGI) + 3d8 (15 x MAG) + 4d10 (42 MP) (18 x MAG) + 4d12 (75 MP) Charm*
49 - 56 (11 x AGI) + 4d8 (17 x MAG) + 4d10 (54 MP) (20 x MAG) + 4d12 (84 MP) ---
57 - 64 (13 x AGI) + 4d8 (18 x MAG) + 4d12 (60 MP) (22 x MAG) + 4d12 (93 MP) ---
65+ (14 x AGI) + 5d8 (20 x MAG) + 4d12 (69 MP) (24 x MAG) + 4d12 (101 MP) ---
CALL
SILENT VOICE 32 MP
Target: Group Type: Arcane (Magical)
Status (Seal)
Ghostly waves splash into enemy lines as Siren plays her harp, weaving glowing ribbons of sound that ensnare and enrapture the Summoner's
foes, striking them dumb on the spot. Silent Voice inflicts (6 x MAG) + 2d10, M. ARM Magical damage to all eligible combatants in the targeted
Group, striking automatically. Silent Voice also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition Silence (6) roll separately
for each eligible combatant.
FINAL FANTASY THE ROLEPLAYING GAME 344
Titan
A deep rumbling is felt in the earth as the battleground becomes a web of cracks and fissures, finally erupting to disgorge an exquisitely muscled
man clad in little more than a loincloth. Perhaps his skin is the color of earth; perhaps it is the earth, rock and soil come together to mold a
physique as mighty as a mountain. As dust and grit cascade off his body, Titan bellows with rage, glowering at those who would dare befoul the
sanctity of the land.
Hit Point Modifier: x 2.5 Support Abilities: Earth Enhancer, Elemental Absorbance: Earth,
Elemental Weakness: Water/Wind
ROCK THROW VARIABLE COST
Target: Single Type: Elemental (Earth)
Titan slams his fist into the ground, tearing away a gigantic fragment of bedrock and hurling it into the enemy with a wordless snarl. The multi-ton
projectile crashes home with bone-shattering power, all but crushing the luckless target. Rock Throw inflicts a certain amount of Earth Elemental
damage to the target, striking automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal.
Anger OF THE LAND* VARIABLE COST
Target: Group Type: Elemental (Earth)
Titan plunges his powerful fists deep into the ground and, with a deep snarling grunt, rips loose a large slab from beneath the enemy. Growling
and bellowing, he upends the slab, slamming several tons of solid rock on the Summoner's foes with enough force to shatter it into a thousand
fragments. Anger of the Land inflicts a certain amount of Earth Elemental damage to to all eligible combatants in the targeted Group, striking
automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal.
Table AIII-10: Titan's Advancement
LEVEL ATTACK ROCK THROW ANGER OF THE LAND* SPELLS
1 - 8 (2 x STR) + d10 (6 x MAG) + 2d10 (12 MP) --- ---
9 - 16 (4 x STR) + d10 (8 x MAG) + 2d10 (15 MP) --- ---
17 - 24 (6 x STR) + 2d10 (10 x MAG) + 3d10 (19 MP) --- ---
25 - 32 (8 x STR) + 2d10 (11 x MAG) + 3d10 (26 MP) --- ---
33 - 40 (10 x STR) + 3d10 (13 x MAG) + 3d10 (31 MP) (18 x MAG) + 4d10 (65 MP) Null Element (Wind)*
41 - 48 (11 x STR) + 3d10 (15 x MAG) + 4d10 (39 MP) (20 x MAG) + 4d12 (74 MP) Null Element (Water)*
49 - 56 (13 x STR) + 4d10 (17 x MAG) + 4d10 (51 MP) (22 x MAG) + 4d12 (83 MP) Quake*
57 - 64 (15 x STR) + 4d10 (18 x MAG) + 4d12 (57 MP) (24 x MAG) + 4d12 (91 MP) ---
65+ (17 x STR) + 5d10 (20 x MAG) + 4d12 (66 MP) (26 x MAG) + 5d10 (102 MP) ---
CALL
EARTHEN FuRY 40 MP
Target: Group Type: Elemental (Earth)
Titan leaps into the thick of the enemy, slamming his incredible fists as he lands. The resulting impact buckles the earth and creates a shockwave
that ripples through the Summoner's foes, sending them toppling every which way. Earthen Fury inflicts (10 x MAG) + 3d10, M. ARM Earth
Elemental damage to to all eligible combatants in the targeted Group, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 345
Kirin
A circle of white energy hangs suspended in mid-air, pulsing and glowing until a single shaft of light breaks through. What follows is a unlikely
amalgamation even by Summon standards: a gray-skinned creature sporting the body of a horse, the tail of an ox, the antlers of a deer, and the
horned head of a noble dragon. Long emerald-colored fur marks the back of each leg, shoulders and neck, flowing into a continuous mane at the
nape that flutters in the wind as Kirin trots to take its place at the Summoner's side.
Hit Point Modifier: x 2 Support Abilities: SOS-Regen
HOLY AuRA VARIABLE COST
Target: Single Type: Recovery
Status (Strengthen)
Kirin cranes his neck to face the target as his antlers begin to glow, emitting a soothing light that restores and invigorates in equal measure. Holy
Aura restores a certain number of Hit Points to the target see the Advancement Table for more details. In addition, it bestows the Status
Condition Regen on the target (6).
VORTEX* 100 MP
Target: All Type: Recovery
Support
Lowering his head toward the ground, Kirin lets out a throaty rumble and begins to radiate twisted patterns of light from his antlers, catching
friend and foe alike within an array of loops and circles that seem to sap the very magic from the air. Vortex cancels all active Status Conditions on
the battlefield except those of the Strengthen- and Barrier-type; it has a CoS of (M. ACC - 50), M. EVA of canceling the latter. Roll separately for
each eligible combatant.
Table AIII-11: Kirin's Advancement
LEVEL ATTACK HOLY AURA VORTEX* SPELLS
1 - 8 (2 x STR) + d8 (6 x MAG) + 2d10 (30 MP) --- Poisona
9 - 16 (3 x STR) + d8 (8 x MAG) + 2d10 (32 MP) --- Stona
17 - 24 (5 x STR) + 2d8 (10 x MAG) + 3d10 (37 MP) --- Regen
25 - 32 (6 x STR) + 2d8 (11 x MAG) + 3d10 (44 MP) --- Basuna, Debarrier
33 - 40 (8 x STR) + 3d8 (13 x MAG) + 3d10 (49 MP) --- Dispel*
41 - 48 (10 x STR) + 3d8 (15 x MAG) + 4d10 (57 MP) --- Esuna*
49 - 56 (11 x STR) + 4d8 (17 x MAG) + 4d10 (69 MP) --- Resist*
57 - 64 (13 x STR) + 4d8 (18 x MAG) + 4d12 (75 MP) --- ---
65+ (14 x STR) + 5d8 (20 x MAG) + 4d12 (84 MP) --- ---
CALL
LIFE GuARD 46 MP
Target: Party Type: Status (Strengthen)
Kirin's entire body glows, turning a ghostly blue as holy energy spills forth and engulfs the Summoner's allies. Where it touches living flesh, this
divine aura slowly begins mending cuts and wounds, suffusing its targets with renewed vigor. Life Guard bestows the Status Condition Regen on
the Caller and all eligible allies in the immediate Party (6).
FINAL FANTASY THE ROLEPLAYING GAME 346
Cait Sith
Without ceremony, a black cat drops onto the Summoner's head, making a great show of dusting itself off before leaping for solid ground. Though
no larger than a housecat, even the most casual of observers can see that Cait Sith is no ordinary feline. For one, he stands on two legs,
sauntering about as easily as any human would. Then there is the matter of his attire: with his well-worn boots, ragged red cape, and a tiny toy
crown perched securely on his head, Cait Sith looks like a refugee from a comic pantomime gone horribly awry, happy smile radiating almost
indescribable quantities of smugness. With a mocking bow, the little cat-man assumes position, ready to inflict his own brand of havoc on the
battle.
Hit Point Modifier: x 1.5 Support Abilities: SOS-Spirit Up
Battle Trumpet VARIABLE COST
Target: Single Type: Arcane (Physical)
Clearing his throat, Cait Sith raises a battered megaphone to his mouth and issues a screeching, high-pitched yowl amplified to terrifying
proportions. Braver foes simply endure the sonic assault; lesser enemies quail and shudder, desperately looking for some means to make it all
end. Battle Trumpet inflicts a certain amount of Physical damage on the targeted opponent, striking automatically see the Advancement Table
below for details. This attack ignores ARM.
Marvelous Cheer* VARIABLE COST
Target: Group Type: Arcane (Physical)
Status (Time)
Once again, Cait Sith reaches for his megaphone and lets out a mighty wail. This time, however, he leaps straight into the fray, bringing his
insufferable caterwauling directly to the enemy. No matter how much they may claw and swipe, the little cat-man is unstoppable, dancing his merry
way through the enemy ranks without a pause for breath or one merciful drop in volume. Marvelous Cheer inflicts a certain amount of Physical
damage on all eligible combatants in the targeted Group, striking automatically see the Advancement Table below for details. This damage is
reduced by ARM as normal. In addition, Marvelous Cheer has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition Disable (6)
roll separately for each eligible combatant.
Table AIII-12: Cait Sith's Advancement
LEVEL ATTACK BATTLE TRUMPET MARVELLOUS CHEER* SPELLS
1 - 8 (2 x AGI) + d8 (6 x AGI) + 2d10 (25 MP) --- Blind
9 - 16 (3 x AGI) + d8 (8 x AGI) + 2d10 (28 MP) --- Float
17 - 24 (5 x AGI) + 2d8 (10 x AGI) + 3d10 (32 MP) --- Immobilize
25 - 32 (6 x AGI) + 2d8 (11 x AGI) + 3d10 (39 MP) --- Confuse
33 - 40 (8 x AGI) + 3d8 (13 x AGI) + 3d10 (44 MP) (18 x AGI) + 4d12 (75 MP) Disable*
41 - 48 (10 x AGI) + 3d8 (15 x AGI) + 4d10 (52 MP) (20 x AGI) + 4d12 (84 MP) Mini*
49 - 56 (11 x AGI) + 4d8 (17 x AGI) + 4d10 (64 MP) (22 x AGI) + 4d12 (93 MP) Toad
57 - 64 (13 x AGI) + 4d8 (18 x AGI) + 4d12 (70 MP) (24 x AGI) + 4d12 (101 MP) ---
65+ (14 x AGI) + 5d8 (20 x AGI) + 4d12 (79 MP) (26 x AGI) + 5d10 (112 MP) ---
CALL
Cat Rain 52 MP
Target: Group Type: Status (Mystify)
Cait Sith bounds onto the battlefield, merrily bouncing from one monster to another as he tosses pawfuls of sparkling powder into the air. Cat Rain
has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition Confuse (6) on all eligible combatants in the targeted Group roll
separately for each eligible combatant.
FINAL FANTASY THE ROLEPLAYING GAME 347
Fairy
A warm golden light surrounds the Summoner, growing in intensity until it forms the outlines of a winged woman hovering over the Summoner's
shoulder. As the glow diffuses, it reveals a delicate, dark-haired woman kept aloft by multiple feathered wings, long silk dress fluttering in the wind.
With movements lighter than air itself, Fairy flutters into position over the party, serenely awaiting her orders.
Hit Point Modifier: x 1.5 Support Abilities: Auto-Float, SOS-Regen
Winged Light VARIABLE COST
Target: Single Type: Recovery
Fairy beats her wings, scattering feathers over the target. As they drift and spin through the air, they begin to light up, turning into blazing specks
that reinvigorate everything they come into contact with. Winged Light restores a certain number of Hit Points to the target see the
Advancement Table for more details.
Fey Light* VARIABLE COST
Target: Party Type: Recovery
Fairy soars over the party, every movement dislodging a fresh shower of sunlit feathers until the Summoner's allies have been blanketed entirely.
Fey Light restores a certain number of Hit Points to the Summoner and all eligible allies in the immediate Party see the Advancement Table for
more details.
Table AIII-13: Fairy's Advancement
LEVEL ATTACK WINGED LIGHT FEY LIGHT* SPELLS
1 - 8 (3 x AGI) + d8 (8x MAG) + 2d10 (13 MP) --- Aero
9 - 16 (5 x AGI) + d8 (10 x MAG) + 2d10 (17 MP) --- Float
17 - 24 (6 x AGI) + 2d8 (11 x MAG) + 3d10 (24 MP) --- Aera, Regen
25 - 32 (8 x AGI) + 2d8 (13 x MAG) + 3d10 (29 MP) --- ---
33 - 40 (10 x AGI) + 3d8 (15 x MAG) + 3d10 (37 MP) (20 x MAG) + 4d12 (69 MP) Aeraga*
41 - 48 (11 x AGI) + 3d8 (17 x MAG) + 4d10 (49 MP) (22 x MAG) + 4d12 (78 MP) Flight*
49 - 56 (13 x AGI) + 4d8 (18 x MAG) + 4d12 (55 MP) (24 x MAG) + 4d12 (86 MP) ---
57 - 64 (14 x AGI) + 4d8 (20 x MAG) + 4d12 (64 MP) (26 x MAG) + 5d10 (97 MP) ---
65+ (16 x AGI) + 5d8 (22 x MAG) + 4d12 (73 MP) (28 x MAG) + 5d10 (100 MP) ---
CALL
Crystal Light 60 mp
Target: Party Type: Recovery
Fairy emerges from the Summoner's shadow clasping a delicate rosy crystal within her hands. As she hoists it aloft, pale pink light begins to pulse
at its core, bathing the party in vital energy. Crystal Light restores (14 x MAG) + 4d10 Hit Points to the Summoner and all eligible allies in the
immediate Party.
FINAL FANTASY THE ROLEPLAYING GAME 348
Atomos
A dark shadow envelops the battlefield as Atomos appears, its titanic body barely more than a giant mouth fringed by pulsating, formless pink
flesh. Deep within that gaping maw, a singular light glows; a cold, endless blue that seems to draw the very warmth and life from its surroundings.
To stare too long into that strange void is to invite madness what horrors wait on the other side is best left to the imagination.
Hit Point Modifier: x 2.5 Support Abilities: SOS-Spirit Up
Engulf 50 mp
Target: Single Type: Status (Fatal)
Atomos fixes a single opponent with tiny, mindless eyes, mouth glowing a threatening violet as an irresistible force seizes the victim. Slowly, inch by
agonizing inch, the unfortunate foe is dragged towards that terrible void, fighting every step of the way. Engulf has a CoS of (M. ACC - 50), M.
Evasion of Ejecting the target.
G-Force Infinity* 125 Mp
Target: Group Type: Status (Fatal)
The blue depths of Atomos suddenly turn dark; the already foreboding void in the Summon's innards grows deeper and blacker, turning into an
irresistible force that draws in the Summoner's foes without mercy. G-Force Infinity has a CoS of (M. ACC - 50), M. Evasion of Ejecting all eligible
combatants in the targeted Group; roll separately for each eligible combatant.
Table AIII-14: Atomos's Advancement
LEVEL ATTACK ENGULF G-FORCE INFINITY* SPELLS
1 - 8 (3 x STR) + d8 --- --- ---
9 - 16 (5 x STR) + d8 --- --- Meteorite
17 - 24 (6 x STR) + 2d8 --- --- Gravity
25 - 32 (8 x STR) + 2d8 --- --- Comet
33 - 40 (10 x STR) + 3d8 --- --- Demi*
41 - 48 (11 x STR) + 4d8 --- --- Quasar*
49 - 56 (13 x STR) + 4d8 --- --- Quarter*
57 - 64 (14 x STR) + 5d8 --- --- ---
65+ (16 x STR) + 5d8 --- --- ---
CALL
G-Force 199 67 Mp
Target: Group Type: Status (Fatal)
Atomos looms over the battlefield, vomiting forth a crushing singularity without ceremony. This dark sphere hovers ominously over the enemy, by
and by drawing in and crushing all surrounding matter until the Caller's foes too are caught in its inexorable pull. G-Force 199 has a CoS of (M.
ACC - 50), M. Evasion of inflicting a certain amount of Magical damage to all eligible combatants in the targeted Group. This amount is determined
by the Caller's current Hit Points, and is equal to a certain percentage of the combatants' maximum HP. Treat this as a Gravity-type effect.
Caller's Current HP Damage Inflicted
100 - 76% of maximum 50% of maximum
75 - 51% of maximum 30% of maximum
50 - 26% of maximum 25% of maximum
25 - 1% of maximum 10% of maximum
Though this damage is not modified for ARM or M. ARM, G-Force 199 may never inflict more than 999 damage regardless of how many HP the
target currently possesses. Roll separately for each eligible combatant.
FINAL FANTASY THE ROLEPLAYING GAME 349
Fenrir
Dark clouds gather over the battlefield, turning day to night as a towering column of rock bursts forth from the ground. Suddenly, a howl rings out
from on high. There atop the great rockface stands a majestic horned wolf, violet fur broken up by whorled tufts of white and gold that almost look
like wings in what little light remains. Rearing his head back, Fenrir gives another howl and prepares to enter the fray.
Hit Point Modifier: x 2 Support Abilities: SOS-Agility Up
MOON SONG VARIABLE COST
Target: Single Type: Status (Special)
The dark clouds part, allowing a pale moon to shimmer into existence over the battlefield. As Fenrir snarls, beams of light begin pouring down,
enveloping a single ally in their uplifting glow. Moon Song adds Agility Up and several other Status Conditions to the target (6) see the
Advancement table for more details. In addition, Moon Song has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition Berserk (6).
MILLENNIAL DECAY* VARIABLE COST
Target: Group Type: Arcane (Magical)
With a fierce growl, Fenrir leaps from his perch, rocketing towards the Summoner's foes at such speeds that his very form begins to blur into a
comet of green energy. Seconds before striking, the wolf's body separates into five ghostly images that whirl around the battlefield, creating a
vortex to engulf the enemy. Millennial Decay inflicts a certain amount of Magical damage to all eligible combatants in the targeted Group, striking
automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal.
Table AIII-15: Fenrir's Advancement
LEVEL ATTACK MOON SONG MILLENNIAL DECAY* SPELLS
1 - 8 (4 x STR) + d10 Agility Up (13 MP) --- Burn Ray, Yawn
9 - 16 (6 x STR) + 2d10 Agility Up (13 MP) --- Blink, Speed
17 - 24 (8 x STR) + 2d10 + Protect (33 MP) --- Immobilize, Slow
25 - 32 (10 x STR) + 3d10 + Protect (33 MP) --- Ray Bomb, Ruse
33 - 40 (11 x STR) + 3d10 + Shell (53 MP) (20 x MAG) + 4d12 (74 MP) Disable*, Slowga*
41 - 48 (13 x STR) + 4d10 + Shell (53 MP) (22 x MAG) + 4d12 (83 MP) Flare Star*
49 - 56 (15 x STR) + 4d10 + Regen (73 MP) (24 x MAG) + 4d12 (91 MP) Stop*, Vanish*
57 - 64 (17 x STR) + 5d10 + Regen (73 MP) (26 x MAG) + 5d10 (102 MP) ---
65+ (19 x STR) + 5d10 + Haste (103 MP) (28 x MAG) + 5d10 (105 MP) ---
CALL
ECLIPTIC HOWL 73 MP
Target: Party Type: Status (Strengthen)
A shadow falls across the moon as Fenrir howls from his rocky perch, growing larger and larger until only a faint halo of light remains. Suddenly,
the light flares up to an unexpected intensity, bathing the party in a soft, luminous glow. Ecliptic Howl bestows the Status Conditions Agility Up (6)
and Spirit Up (6) on the Caller and all eligible allies in the immediate Party.
FINAL FANTASY THE ROLEPLAYING GAME 350
Diabolos
A dry, dusty fluttering fills the air as a swarm of ethereal bats gathers above the Summoner, merging together to form an immense globe of pure
darkness. Black liquid begins to drip; silently, a bat-winged humanoid descends from the globe. The fire-red of Diabolos's muscular body forms a
stark contrast to the dark plates edging it; his horned head sparkles with animal malevolence, a humorless, sharp-toothed grin touching his lipless
mouth as he contemplates his latest batch of victims.
Hit Point Modifier: x 1.5 Support Abilities: SOS-Spirit Up
Gravija VARIABLE COST
Target: Single Type: Status (Fatal)
Diabolos cups his taloned hands, fashioning a pulsating sphere of gray and violet energy that quickly grows into a man-size anomaly. With a casual
toss, the newly-created mass is sent floating towards the victim; once positioned overhead, it ripples and crackles, increasingly local gravity a
thousandfold. Gravija has a CoS of (M. ACC - 50), M. Evasion of reducing the target's current Hit Points by (x)% and its Magic Points by (x / 2)%
see the Advancement table for more details. Treat this as a Gravity-type effect except when resolving Gravija at Level 65+, at which point it
becomes a Near-Fatal effect instead. Regardless of how much damage is rolled, the target's current Hit Points cannot be reduced below 1.
Ruinous OmeN* VARIABLE COST
Target: Group Type: Status (Fatal)
A hellish-looking glyph glows as the globe of blackness from which Diablos emerged implodes back into a shrieking cloud of bats, turning the
battlefield into a nightmare of fluttering wings and ultrasonic wails that seem to sap the very essence of the Summoner's foes. Ruinous Omen has
a CoS of (M. ACC - 50), M. Evasion of reducing the target's current Hit Points by (x)% and its Magic Points by (x / 2)% see the Advancement
table for more details. Treat this as a Gravity-type effect except when resolving Ruinous Omen at Level 65+, at which point it becomes a Near-
Fatal effect instead. Regardless of how much damage is rolled, the target's current Hit Points cannot be reduced below 1.
Table AIII-16: Diablos's Advancement
LEVEL ATTACK GRAVIJA RUINOUS OMEN* SPELLS
1 - 8 (3 x AGI) + d8 x = 10 + d10 (25 MP) --- Cure
9 - 16 (5 x AGI) + 2d8 x = 20 + d10 (37 MP) --- Gravity
17 - 24 (6 x AGI) + 2d8 x = 30 + d10 (50 MP) --- Cura
25 - 32 (8 x AGI) + 3d8 x = 40 + d10 (62 MP) --- Demi
33 - 40 (10 x AGI) + 3d8 x = 50 + d10 (75 MP) x = 40 + 2d10 (90 MP) Curaga*
41 - 48 (11 x AGI) + 4d8 x = 60 + d10 (87 MP) x = 50 + 2d10 (105 MP) ---
49 - 56 (13 x AGI) + 4d8 x = 70 + d10 (100 MP) x = 60 + 2d10 (120 MP) ---
57 - 64 (14 x AGI) + 5d8 x = 80 + d10 (112 MP) x = 70 + 2d10 (135 MP) ---
65+ (16 x AGI) + 5d8 x = 90 + d10 (125 MP) x = 80 + 2d10 (150 MP) ---
CALL
Dark Messenger 75 mp
Target: Group Type: Status (Fatal)
Diabolos lifts one arm to cup the sphere that birthed him, charging it with crackling energy before hurling it into the midst of the enemy. The black
mass seems almost elastic as it descends with crushing force; at impact, sinister summoning circles materialize in a ring around the sphere,
adding an appropriately infernal edge to the attack. Dark Messenger has a CoS of (M. ACC - 50), M. Evasion of reducing the targeted combatants'
current Hit Points by (Caller's Current Level)%. Treat this as a Gravity-type effect. Though this damage is not modified for ARM or M. ARM, Dark
Messenger may never inflict more than 999 damage regardless of how many HP the target currently possesses. Roll separately for each eligible
combatant.
FINAL FANTASY THE ROLEPLAYING GAME 351
Bismarck
The haunting melody of whalesong fills the area as the air grows thicker and murkier, seeming almost liquid in places. From the midst of this
morass emerges a great humpback whale, white skin shining like a beacon as it glides and splashes its way through the phantasmal water.
Hit Point Modifier: x 2.5 Support Abilities: Water Enhancer, Elemental Absorbance: Water,
Elemental Weakness: Ice/Lightning
Geyser VARIABLE COST
Target: Single Type: Elemental (Water)
Bismarck dives at a single hapless opponent, swallowing the unfortunate foe whole before once again ejecting it from his blowhole in a mighty
spray of water. Engulf inflicts a certain amount of Water Elemental damage to the target, striking automatically see the Advancement table for
more details. This damage is reduced by M. ARM as normal.
Breach Blast* VARIABLE COST
Target: Group Type: Elemental (Water)
Bismarck's whale song fills the area as the entire battlefield is flooded with water. Without warning, the white whale sets off through this newly-
created ocean, pulling great waves behind him; in mere moments, whale and water collide with the helpless enemy, thoroughly crushing everything
everything in the vicinity. Breach Blast inflicts a certain amount of Water Elemental damage to all eligible combatants in the targeted Group,
striking automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal.
Table AIII-17: Bismarck's Advancement
LEVEL ATTACK ENGULF BREACH BLAST* SPELLS
1 - 8 (4 x STR) + d10 (8 x MAG) + 2d10 (15 MP) --- ---
9 - 16 (6 x STR) + 2d10 (10 x MAG) + 3d10 (19 MP) --- Water
17 - 24 (8 x STR) + 2d10 (11 x MAG) + 3d10 (26 MP) --- ---
25 - 32 (10 x STR) + 3d10 (13 x MAG) + 4d10 (31 MP) --- Watera
33 - 40 (11 x STR) + 3d10 (15 x MAG) + 4d10 (39 MP) (20 x MAG) + 4d12 (74 MP) Null Element (Lightning)*
41 - 48 (13 x STR) + 4d10 (17 x MAG) + 4d10 (51 MP) (22 x MAG) + 4d12 (83 MP) Null Element (Ice)*, Waterga*
49 - 56 (15 x STR) + 4d10 (18 x MAG) + 4d12 (57 MP) (24 x MAG) + 4d12 (91 MP) ---
57 - 64 (17 x STR) + 5d10 (20 x MAG) + 4d12 (66 MP) (26 x MAG) + 5d10 (102 MP) ---
65+ (19 x STR) + 5d10 (22 x MAG) + 4d12 (75 MP) (28 x MAG) + 5d10 (105 MP) ---
CALL
Sea Song* 77 mp
Target: Group Type: Elemental (Water)
A great wave of magical water washes over the Caller's foes, temporarily submerging them. Even as they struggle to break to the surface, a whale
the size of a battleship rushes towards them, singing mournfully as the waves kicked up by its bulk brush away what little resistance is left. Sea
Song inflicts (14 x MAG) + 4d10, M. ARM Water Elemental damage to all eligible combatants in the targeted Group, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 352
Pandemonium
Winds begin to whip up the battlefield, quickly condensing into a howling tornado. What looms over the enemy when all has dispersed looks like
something out of a fever dream: a faceless giant, purple skin dappled and mottled with splashes of pink and white, sizing the field up with an
eyeless gaze. As three long tubes slung over one shoulder start drawing in the surrounding air, what at first appeared to be a tail begins to grow
in size, swelling until it is almost almost spherical and creaking with tension. Pandemonium, lord of the four winds, is ready to strike.
Hit Point Modifier: x 2 Support Abilities: Wind Enhancer, Elemental Absorbance: Wind, Elemental Weakness: Earth/Bio
Aerial Blast VARIABLE COST
Target: Single Type: Elemental (Wind)
Pandemonium releases the accumulated contents of his wind-bag in a single violent torrent that all but blasts the target out of the battle. Aerial
Blast inflicts a certain amount of Wind Elemental damage to the target, striking automatically see the Advancement table for more details. This
damage is reduced by M. ARM as normal.
Wind Blade* VARIABLE COST
Target: Group Type: Elemental (Wind)
The 'mouths' of Pandemonium's air-tubes flare wide, unleashing three screaming torrents of wind that twist and intertwine as they surge towards
the enemy. Wind Blade inflicts a certain amount of Wind Elemental damage to all eligible combatants in the targeted Group, striking automatically
see the Advancement table for more details. This damage is reduced by M. ARM as normal.
Table AIII-18: Pandemonium's Advancement
LEVEL ATTACK AERIAL BLAST WIND BLADE* SPELLS
1 - 8 (4 x STR) + d10 (8 x MAG) + 2d10 (15 MP) --- Aero
9 - 16 (6 x STR) + 2d10 (10 x MAG) + 3d10 (19 MP) --- ---
17 - 24 (8 x STR) + 2d10 (11 x MAG) + 3d10 (26 MP) --- Aera
25 - 32 (10 x STR) + 3d10 (13 x MAG) + 4d10 (31 MP) --- ---
33 - 40 (11 x STR) + 3d10 (15 x MAG) + 4d10 (39 MP) (20 x MAG) + 4d12 (74 MP) Aeraga*
41 - 48 (13 x STR) + 4d10 (17 x MAG) + 4d10 (51 MP) (22 x MAG) + 4d12 (83 MP) Null Element (Earth)*
49 - 56 (15 x STR) + 4d10 (18 x MAG) + 4d12 (57 MP) (24 x MAG) + 4d12 (91 MP) Null Element (Bio)*
57 - 64 (17 x STR) + 5d10 (20 x MAG) + 4d12 (66 MP) (26 x MAG) + 5d10 (102 MP) ---
65+ (19 x STR) + 5d10 (22 x MAG) + 4d12 (75 MP) (28 x MAG) + 5d10 (105 MP) ---
CALL
Tornado Zone 77 mp
Target: Group Type: Elemental (Wind)
Pandemonium rises tall above the enemy, air-tubes open and at the ready. At once, he begins to draw in air, ruthlessly sucking in everything in his
sight. Rocks, trees, loose flagstones, clouds, lava, massed enemy ranks all disappear into his ever-swelling bag until it has finally reached
capacity, bulging and creaking. His work done, Pandemonium reverses the flow, spewing out his 'collection' in a single torrent of destruction.
Tornado Zone inflicts (14 x MAG) + 4d10, M. ARM Wind Elemental damage to all eligible combatants in the targeted Group, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 353
Syldra
The ground ripples; in an instant, solid ground has turned to churning surf, and the great sea serpent Syldra rises from the depths. A long,
serpentine neck breaks through the water as four thrashing flippers propel the lavender serpent through the illusory waves as effortlessly as any
ocean; at its tip, a crested dragon's head, eyes sparkling with warmth and intelligence.
Hit Point Modifier: x 2 Support Abilities: Elemental Immunity: Lightning/Water, Elemental Weakness: Ice/Earth
Wave Strike VARIABLE COST
Target: Single Type: Elemental (Special)
Listing to one side, Syldra waves a mighty flipper, sending a torrent of water splashing down onto her target. Once the foe has been thoroughly
soaked, she opens her mouth, spewing arcs of deadly electricity over the now-superconductive target. Wave Strike counts as two separate attacks,
both of which strike the targeted combatant automatically for a certain amount of damage see the Advancement table for more details. The first
attack inflicts Water Elemental damage, the second inflicts Lightning Elemental damage. Both attacks ignore M. ARM.
Rolling Thunder* VARIABLE COST
Target: Group Type: Elemental (Special)
Syldra ducks her head beneath the waves and dives forward, disappearing from sight only to resurface again moments later in a great leap. In a
single bound, she has cleared the enemy ranks, landing back in the water with a splash that drenches the Summoner's foes to the bone. Before
they even have time to recover from the shock, however, the coup de grace follows; Syldra's head emerges from the water, vomiting forth
crackling bolts of lightning in all directions. Rolling Thunder counts as two separate attacks, both of which strike every eligible combatant in the
targeted Group for a certain amount of damage see the Advancement table for more details. The first attack deals Water Elemental damage, the
second Lightning Elemental damage. Both attacks ignore M. ARM.
Table AIII-19: Syldra's Advancement
LEVEL ATTACK WAVE STRIKE ROLLING THUNDER* SPELLS
1 - 8 (4 x STR) + d10 (2x MAG) + d10 (13 MP) --- Thunder
9 - 16 (6 x STR) + 2d10 (3 x MAG) + d10 (18 MP) --- Water
17 - 24 (8 x STR) + 2d10 (4 x MAG) + d10 (21 MP) --- Thundara
25 - 32 (10 x STR) + 3d10 (5 x MAG) + 2d10 (25 MP) --- Watera
33 - 40 (11 x STR) + 3d10 (6 x MAG) + 2d10 (34 MP) (9 x MAG) + 3d10 (68 MP) Null Element (Ice)*
41 - 48 (13 x STR) + 4d10 (7 x MAG) + 2d10 (43 MP) (10 x MAG) + 3d10 (77 MP) Null Element (Earth)*
49 - 56 (15 x STR) + 4d10 (8 x MAG) + 2d10 (51 MP) (11 x MAG) + 3d10 (86 MP)
57 - 64 (17 x STR) + 5d10 (9 x MAG) + 3d10 (63 MP) (12 x MAG) + 3d10 (94 MP) ---
65+ (19 x STR) + 5d10 (10 x MAG) + 3d10 (72 MP) (13 x MAG) + 4d10 (105 MP) ---
CALL
Thunderstorm 77 mp
Target: Group Type: Elemental (Special)
The sea serpent Syldra appears in front of the Caller's party at the crest of a formidable wave. A flick of the tail sends the roaring waters racing
towards the Caller's foes; as the wave crashes home, Syldra unleashes an electrical burst from the depths of her maw, creating a devastating
double shock. Thunderstorm counts as two separate attacks, both inflicting (6 x MAG) + 2d10 damage on all eligible combatants in the targeted
Group, striking automatically. The first attack does Water Elemental damage, the second Lightning Elemental.
FINAL FANTASY THE ROLEPLAYING GAME 354
Asura
A beautiful woman floats down serenely from the heavens, bringing with her a sense of peace and balance. As she comes to hover in front of the
summoner, it becomes apparent that Asura is actually three bodies and three faces joined together within a single head, collectively reclining back-
to-back in a lotus position. The first body is that of a lovely blonde woman, hands folded in her lap. The second is a woman with red skin and hair
and a dark scowl on her face, threateningly brandishing a sword. The final body is that of a woman with blue skin and light yellow hair, a vacant
smile on her face as she playfully tosses a dagger from one hand to the other. When Asura acts, she spins slowly in front of the party, each face
bestowing a different gift.
Hit Point Modifier: x 2 Support Abilities: Auto-Agility Up, Auto-Float
SPECIAL RULES
Asura's effect is random, determined by which head is facing the battlefield at the time she is called. When Asura is brought into battle, roll a d%
and consult the appropriate table to find out which effect is used. For Calls, use the fixed values given here rather than consulting the
Advancement table.
CALL (80 MP) SUMMON (86 MP) GRAND SUMMON* (106 MP)
Roll Effect Roll Effect Roll Effect
1 - 50 Face of Yang 1 - 40 Face of Yang 1 - 25 Face of Yang
51 - 85 Face of Yin (18 x MAG) + 4d12) 41 - 75 Face of Yin 26 - 50 Face of Yin
86 - 100 Face of Asura (10 x MAG) + 3d10) 76 - 100 Face of Asura 51 - 100 Face of Asura
Face of Yang
Target: Party Type: Barrier
Asura spins, and the red-skinned woman scowls at the party. A warrior by nature, she points her sword at them, urging them to defeat their
enemies. Face of Yang bestows the Status Conditions Protect (6) and Shell (6) on all immediate allies.
Face of Yin
Target: Party Type: Recovery
Asura spins, and the blue-skinned woman with the vacant smile faces the party. She gestures toward them with her dagger, granting a feeling of
peace and happiness. Face of Yin restores a certain amount of Hit Points to all immediate allies see the Advancement table for more details.
Face of Asura
Target: Party Type: Recovery
Asura spins, and the blonde woman casts her benevolent gaze upon the party. With a vague nod of her head, their wounds disappear and fallen
comrades find new hope. Face of Asura restores a certain amount of Hit Points to all immediate allies see the Advancement table for more
details. In addition, all Unconscious allies are revived as if they had been targeted by the Spell Raise.
Table AIII-20: Asura's Advancement
LEVEL ATTACK FACE OF YANG FACE OF YIN FACE OF ASURA SPELLS
1 - 8 (4 x STR) + d10 --- (10 x MAG) + 3d10 (4 x MAG) + d10 Float
9 - 16 (6 x STR) + 2d10 --- (11 x MAG) + 3d10 (6 x MAG) + 2d10 Speed
17 - 24 (8 x STR) + 2d10 --- (13 x MAG) + 4d10 (8 x MAG) + 2d10 Protect
25 - 32 (10 x STR) + 3d10 --- (15 x MAG) + 4d10 (10 x MAG) + 3d10 Shell
33 - 40 (11 x STR) + 3d10 --- (17 x MAG) + 4d10 (11 x MAG) + 3d10 Raise*
41 - 48 (13 x STR) + 4d10 --- (18 x MAG) + 4d12 (13 x MAG) + 4d10 Protectga*
49 - 56 (15 x STR) + 4d10 --- (20 x MAG) + 4d12 (15 x MAG) + 4d10 Shellga*
57 - 64 (17 x STR) + 5d10 --- (22 x MAG) + 4d12 (17 x MAG) + 4d10 ---
65+ (19 x STR) + 5d10 --- (24 x MAG) + 4d12 (18 X MAG) + 4d12 ---
FINAL FANTASY THE ROLEPLAYING GAME 355
Mist Dragon
The Summoner closes her eyes as cold wisps of fog pour from her mouth, rapidly expanding and shrouding her in a billowing wall of chilly vapor.
Within the billows and gusts of the fog, a shadowy reptilian form is coalescing. The Summoner has invoked the power of the Mist Dragon, and
none are safe from its icy rage.
Hit Point Modifier: x 2 Support Abilities: Potent Ice, Elemental Absorbance: Ice, Elemental Immunity: Water,
Elemental Weakness: Fire/Lightning
SPECIAL RULES
All of Mist Dragon's attacks inflict damage based on her current HP. If Mist Dragon's current HP is 100 to 76% of its maximum value, her attacks
inflict 100% damage; 75% damage if current HP is 75% to 51% of maximum, 50% if current HP is 50% to 26% of maximum, and 25% if
current HP is 25% or less of Mist Dragon's maximum HP.
Frost Breath VARIABLE COST
Target: Single Type: Elemental (Ice)
The Mist Dragon exhales a steam of chilly vapor at an enemy, bathing it in flesh-numbing cold that sucks the very heat from its bones. Frost
Breath inflicts a certain amount of Ice Elemental damage to the target, striking automatically see the Advancement table for more details. This
damage is reduced by M. ARM as normal.
Billowing Mist* VARIABLE COST
Target: Group Type: Elemental (Ice)
The Mist Dragon converts its remaining essence into power and unleashes a massive blast of ice and frozen air. As the targets are recovering
from the sub-zero onslaught the Mist Dragon slowly fades away, along with the fog that acted as its shelter. Billowing Mist inflicts a certain amount
of Ice Elemental damage to all eligible combatants in the targeted Group, striking automatically see the Advancement table for more details. This
damage is reduced by M. ARM as normal.
Table AIII-21: Mist Dragon's Advancement
LEVEL ATTACK FROST BREATH BILLOWING MIST* SPELLS
1 - 8 (3 x STR) + d8 (10 x MAG) + 3d10 (16 MP) --- Blizzard
9 - 16 (5 x STR) + 2d8 (11 x MAG) + 3d10 (23 MP) --- ---
17 - 24 (6 x STR) + 2d8 (13 x MAG) + 4d10 (28 MP) --- Blizzara
25 - 32 (8 x STR) + 3d8 (15 x MAG) + 4d10 (36 MP) --- ---
33 - 40 (10 x STR) + 3d8 (17 x MAG) + 4d10 (48 MP) (22 x MAG) + 4d12 (77 MP) Blizzaga*, Null Element (Fire)*
41 - 48 (11 x STR) + 4d8 (18 x MAG) + 4d12 (54 MP) (24 x MAG) + 4d12 (85 MP) Null Element (Lightning)*
49 - 56 (13 x STR) + 4d8 (20 x MAG) + 4d12 (63 MP) (26 x MAG) + 5d10 (96 MP) ---
57 - 64 (14 x STR) + 5d8 (22 x MAG) + 4d12 (72 MP) (28 x MAG) + 5d10 (99 MP) ---
65+ (16 x STR) + 5d8 (24 x MAG) + 4d12 (80 MP) (30 x MAG) + 5d10 (126 MP) Freeze*
CALL
Mist Breath 82 mp
Target: Group Type: Elemental (Ice)
An icy wind blows in, carrying a cold mist that covers the battlefield. The mist resolves into the form of a powerful dragon that sprays its chilling
breath at the targets in swirling sheets. Mist Breath inflicts a certain amount of Ice Elemental damage to all eligible combatants in the targeted
Group, striking automatically this damage is determined by the Caller's current Hit Points, as shown below.
Caller's Current Hit Points Damage Done
100 - 76% of maximum (18 x MAG) + 4d12, M. ARM
75 - 51% of maximum (14 x MAG) + 4d10, M. ARM
50 - 26% of maximum (10 x MAG) + 3d10, M. ARM
25 - 1% of maximum (6 x MAG) + 2d10, M. ARM
FINAL FANTASY THE ROLEPLAYING GAME 356
Quetzalcoatl
A eye-widening explosion of thunder and lightning rocks the battlefield, revealing a strange beast hovering above the Summoner's head. Its body
is entirely smooth and almost featureless; the rudimentary shape of a bird with great flapping wings and long trailing tendrils hinting at a majestic
tail, pale green skin flashing golden here and there. Its entire body seems to glitter as it refracts the light from the constant electrical arcs rippling
up and down its serpentine body; its head, eyeless and mouthless, nonetheless seems to regard the Summoner's foes with an ancient and terrible
wisdom.
Hit Point Modifier: x 2 Support Abilities: Potent Lightning, Elemental Absorbance: Lightning, Elemental Immunity: Wind,
Elemental Weakness: Earth/Water
SPECIAL RULES
All of Quetzalcoatl's attacks inflict damage based on its current HP. If Quetzalcoatl's current HP is 100 to 76% of its maximum value, its attacks
inflict 100% damage; 75% damage if current HP is 75% to 51% of maximum, 50% if current HP is 50% to 26% of maximum, and 25% if
current HP is 25% or less of Quetzalcoatl's maximum HP.
Thundercloud VARIABLE COST
Target: Single Type: Elemental (Lightning)
Quetzalcoatl raises its snout to the skies and calls down a bolt of crackling electrical energy to smite one opponent with high-voltage devastation.
Thundercloud inflicts a certain amount of Lightning Elemental damage to the target, striking automatically see the Advancement table for more
details. This damage is reduced by M. ARM as normal.
THunder Spark* VARIABLE COST
Target: Group Type: Elemental (Lightning)
With an earth-shattering roar, Quetzalcoatl engulfs its enemies in a thundering holocaust of electrical energy, striping flesh and boiling blood with
its ancient power. Thunder Spark inflicts a certain amount of Lightning Elemental damage to all eligible combatants in the targeted Group, striking
automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal.
Table AIII-22: Quetzalcoatl's Advancement
LEVEL ATTACK THUNDERCLOUD THUNDER SPARK* SPELLS
1 - 8 (3 x STR) + d8 (10 x MAG) + 3d10 (16 MP) --- Thunder
9 - 16 (5 x STR) + 2d8 (11 x MAG) + 3d10 (23 MP) --- ---
17 - 24 (6 x STR) + 2d8 (13 x MAG) + 4d10 (28 MP) --- Thundara
25 - 32 (8 x STR) + 3d8 (15 x MAG) + 4d10 (36 MP) --- ---
33 - 40 (10 x STR) + 3d8 (17 x MAG) + 4d10 (48 MP) (22 x MAG) + 4d12 (77 MP) Thundaga*
41 - 48 (11 x STR) + 4d8 (18 x MAG) + 4d12 (54 MP) (24 x MAG) + 4d12 (85 MP) Null Element (Earth)*
49 - 56 (13 x STR) + 4d8 (20 x MAG) + 4d12 (63 MP) (26 x MAG) + 5d10 (96 MP) Null Element (Water)*
57 - 64 (14 x STR) + 5d8 (22 x MAG) + 4d12 (72 MP) (28 x MAG) + 5d10 (99 MP) ---
65+ (16 x STR) + 5d8 (24 x MAG) + 4d12 (80 MP) (30 x MAG) + 5d10 (126 MP) ---
CALL
Flash Arc 82 MP
Target: Group Type: Elemental (Lightning)
Quetzalcoatl gathers electrical energy from the entirety of its body, skin dulling as crackling bolts of blue-white lightning converge at the tip of its
featureless head. When the charge has built critical mass, the thunderbolts flare out in merciless arcs, striking the Caller's foes again and again.
Flash Arc inflicts a certain amount of Lightning Elemental damage to all eligible combatants in the targeted Group, striking automatically this
damage is determined by the Caller's current Hit Points, as shown below.
Caller's Current Hit Points Damage Done
100 - 76% of maximum (18 x MAG) + 4d12, M. ARM
75 - 51% of maximum (14 x MAG) + 4d10, M. ARM
50 - 26% of maximum (10 x MAG) + 3d10, M. ARM
25 - 1% of maximum (6 x MAG) + 2d10, M. ARM
FINAL FANTASY THE ROLEPLAYING GAME 357
Salamander
Fissures spread under the summoner's feet, turning the ground into a spiderweb of red and gold. The earth vibrates ominously, rumbling and
rocking before it breaks apart under the press of a solid column of lava, bathing the entire battlefield in sickly, foreboding red. A careful observer
will notice the flash of scale in the midst of the eruption, the movement of giant flippers and the serpentine head casually turning in the midst of
the liquid fire before the lava finally cools into a pillar of black, steaming rock. For a moment, all is silent then the column shatters, sending
fragments of obsidian flying across the battlefield. In its place is a crimson-scaled serpent as large as a house, burning with a flame hot enough to
warp the air around it into shimmering mirages. This is Salamander.
Hit Point Modifier: x 2 Support Abilities: Potent Fire, Elemental Absorbance: Fire, Elemental Immunity: Earth,
Elemental Weakness: Ice/Water
SPECIAL RULES
All of Salamander's attacks inflict damage based on his current HP. If Salamander's current HP is 100 to 76% of its maximum value, his attacks
inflict 100% damage; 75% damage if current HP is 75% to 51% of maximum, 50% if current HP is 50% to 26% of maximum, and 25% if
current HP is 25% or less of Salamander's maximum HP.
Fireblast VARIABLE COST
Target: Single Type: Elemental (Fire)
Salamander draws in a deep breath before unleashing a massive torrent of pure flame, smothering the target in a sea of burning agony. Fireblast
inflicts a certain amount of Fire Elemental damage to the target, striking automatically see the Advancement table for more details. This damage
is reduced by M. ARM as normal.
SCORCHED EARTH* VARIABLE COST
Target: Group Type: Elemental (Fire)
Salamander hovers in mid-air, body going from red to orange to brilliant yellow as it accumulates heat and power. Finally, the white-hot serpent
dives back into the earth, effortlessly melting through until it has disappeared from sight. Lines of fire trace the Summon's progress, snaking
beneath the enemy; the earth rumbles, the fissures grow wider, and Salamander emerges in an explosion of flame and steam, showering the
Summoner's foes with magma. Scorched Earth inflicts a certain amount of Fire Elemental damage to all eligible combatants in the targeted Group,
striking automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal.
Table AIII-23: Salamander's Advancement
LEVEL ATTACK FIREBLAST SCORCHED EARTH* SPELLS
1 - 8 (3 x STR) + d8 (10 x MAG) + 3d10 (16 MP) --- Fire
9 - 16 (5 x STR) + 2d8 (11 x MAG) + 3d10 (23 MP) --- ---
17 - 24 (6 x STR) + 2d8 (13 x MAG) + 4d10 (28 MP) --- Fira
25 - 32 (8 x STR) + 3d8 (15 x MAG) + 4d10 (36 MP) --- ---
33 - 40 (10 x STR) + 3d8 (17 x MAG) + 4d10 (48 MP) (22 x MAG) + 4d12 (77 MP) Firaga*, Null Element (Ice)*
41 - 48 (11 x STR) + 4d8 (18 x MAG) + 4d12 (54 MP) (24 x MAG) + 4d12 (85 MP) Null Element (Water)*
49 - 56 (13 x STR) + 4d8 (20 x MAG) + 4d12 (63 MP) (26 x MAG) + 5d10 (96 MP) ---
57 - 64 (14 x STR) + 5d8 (22 x MAG) + 4d12 (72 MP) (28 x MAG) + 5d10 (99 MP) ---
65+ (16 x STR) + 5d8 (24 x MAG) + 4d12 (80 MP) (30 x MAG) + 5d10 (126 MP) Nuke*
CALL
WyrmfIRE 82 MP
Target: Group Type: Elemental (Fire)
In the blink of an eye, Salamander's body is covered in crackling flame, an aura of pure elemental fire that fades from cherry red to lazy orange
as it expands across the battlefield in a withering shockwave of heat, bowling through the enemy. Wyrmfire inflicts a certain amount of Fire
Elemental damage to all eligible combatants in the targeted Group, striking automatically this damage is determined by the Caller's current Hit
Points, as shown below.
Caller's Current Hit Points Damage Done
100 - 76% of maximum (18 x MAG) + 4d12, M. ARM
75 - 51% of maximum (14 x MAG) + 4d10, M. ARM
50 - 26% of maximum (10 x MAG) + 3d10, M. ARM
25 - 1% of maximum (6 x MAG) + 2d10, M. ARM
FINAL FANTASY THE ROLEPLAYING GAME 358
Catoblepas
The fell Catoblepas charges onto the battlefield in a great thundering of hooves, flailing legs casting great clouds of earth up in his wake. The
large green-furred beast that skids to a halt in front of the Summoner is almost pathetically ugly, bearing the body of an ox with a serpentine neck
barely strong enough to hold its great, pig-like head at ground level. Seemingly aware of the silent scorn of his observers, Catoblepas snorts
defiantly, single eye aglow with the promise of baleful power.
Hit Point Modifier: x 2.5 Support Abilities: Auto-Spirit Up
Medusa's Eye VARIABLE COST
Target: Single Type: Arcane (Magical)
Status (Seal)
Catoblepas lifts his ponderous head and stares intently at the target, his eye glowing a dull orange. The target's eyes are drawn to the gaze and
fixed with terror... then the beast blinks, lowering his head once more. Medusa's Eye inflicts a certain amount of Magical damage to the targeted
combatant, striking automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal. In addition,
Medusa's Eye has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition Stone ().
Devil's Eye* 96 MP
Target: Group Type: Status (Seal)
Catoblepas cranes his head upward and stares across the battlefield, his single eye glowing a bright red. Visions of lifeless stones and statues
float around the hideous beast as the Summoner's foes frantically attempt to break away from the intent stare before they, too, are added to the
ranks of the statuary. Devil's Eye has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition Stone () on all eligible combatants in
the targeted Group roll separately for each eligible combatant.
Table AIII-24: Catoblepas's Advancement
LEVEL ATTACK MEDUSA'S EYE DEVIL'S EYE* SPELLS
1 - 8 (4 x STR) + d12 (10 x MAG) + 3d10 (52 MP) --- ---
9 - 16 (6 x STR) + 2d12 (11 x MAG) + 3d10 (59 MP) --- ---
17 - 24 (9 x STR) + 2d12 (13 x MAG) + 4d10 (64 MP) --- ---
25 - 32 (11 x STR) + 3d12 (15 x MAG) + 4d10 (72 MP) --- ---
33 - 40 (13 x STR) + 3d12 (17 x MAG) + 4d10 (84 MP) --- Stone*
41 - 48 (15 x STR) + 4d12 (18 x MAG) + 4d12 (90 MP) --- Quake*
49 - 56 (17 x STR) + 4d12 (20 x MAG) + 4d12 (99 MP) --- ---
57 - 64 (19 x STR) + 5d12 (22 x MAG) + 4d12 (108 MP) --- ---
65+ (21 x STR) + 5d12 (24 x MAG) + 4d12 (116 MP) --- Break*
CALL
Demon's Eye 84 MP
Target: Group Type: Status (Seal)
The cycloptic bull-demon Catoblepas steps onto the battlefield, letting its fearsome gaze wander over each of the Caller's foes in turn before
retreating once more. Demon's Eye has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition Petrify (4) on all eligible combatants
in the targeted Group roll separately for each eligible combatant.
FINAL FANTASY THE ROLEPLAYING GAME 359
Jormungand
The Summoner falls to her knees and places her palms to the ground in supplication. With a deafening rumble, the ground around the Summoner
shatters and falls away, leaving her standing on a patch of scarred scaly flesh that slowly vanishes back into the ground. The Summoner has
awoken the World Serpent, and her foes will pay the dearest price for its disturbance.
Hit Point Modifier: x 2 Support Abilities: Earth Enhancer, Elemental Absorbance: Earth, Elemental Weakness: Water/Wind
Earth Aura VARIABLE COST
Target: Single Type: Elemental (Earth)
The Summoner points a finger at her foe and, with the wrenching snap of shattered stone, the World Serpent thrusts a gigantic spike of rock from
the ground, impaling the target instantly. Seconds later, the stone collapses back into the ground as Jormungand's writhing destroys its
foundations, leaving nothing but dust to mark its passing. Earth Aura inflicts a certain amount of Earth Elemental damage to the targeted
combatant, striking automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal.
Abyssal Maw* VARIABLE COST
Target: Group Type: Elemental (Earth)
Releasing a bellow of world-shaking proportions, Jormungand strikes down the Summoner's enemies in a terrifying eruption of collapsing stone
and massive scaly flesh. The after-image of massive, glowing serpent-eyes lingers as the World Serpent returns to its rest... for now. Abyssal Maw
inflicts a certain amount of Earth Elemental damage to to all eligible combatants in the targeted Group, striking automatically see the
Advancement table for more details. This damage is reduced by M. ARM as normal.
Table AIII-25: Jormungand's Advancement
LEVEL ATTACK EARTH AURA ABYSSAL MAW* SPELLS
1 - 8 (6 x STR) + 2d10 (10 x MAG) + 3d10 (19 MP) --- ---
9 - 16 (8 x STR) + 2d10 (11 x MAG) + 3d10 (26 MP) --- ---
17 - 24 (10 x STR) + 3d10 (13 x MAG) + 4d10 (31 MP) --- ---
25 - 32 (11 x STR) + 3d10 (15 x MAG) + 4d10 (39 MP) --- ---
33 - 40 (13 x STR) + 4d10 (17 x MAG) + 4d10 (51 MP) (22 x MAG) + 4d12 (83 MP) Null Element (Wind)*
41 - 48 (15 x STR) + 4d10 (18 x MAG) + 4d12 (57 MP) (24 x MAG) + 4d12 (91 MP) Null Element (Water)*, Quake*
49 - 56 (17 x STR) + 5d10 (20 x MAG) + 4d12 (66 MP) (26 x MAG) + 5d10 (102 MP) ---
57 - 64 (19 x STR) + 5d10 (22 x MAG) + 4d12 (75 MP) (28 x MAG) + 5d10 (105 MP) ---
65+ (21 x STR) + 5d10 (24 x MAG) + 4d12 (83 MP) (30 x MAG) + 5d10 (132 MP) ---
CALL
Magnitude 8 87 MP
Target: Group Type: Elemental (Earth)
The world-spanning serpent crashes up through the ground beneath the targets and begins flailing its bulk, crushing and smashing the earth
around itself. The targets are shaken and battered for (18 x MAG) + 4d12, M. Armor Earth damage.
FINAL FANTASY THE ROLEPLAYING GAME 360
Valigarmanda
With the beating of feathery wings, the rainbow dragon Valigarmanda swoops down from the skies. Feathers and scales shimmer red, blue, gold
and green in the light as he gently sets down on four short legs. A tuft of iridescent fur tips the end of his twitching serpentine tail, a long tongue
flicks from a beak-like mouth and battle-hardened eyes peer from beneath an ancient bronze helmet.
Hit Point Modifier: x 2 Support Abilities: Elemental Immunity: Fire/Ice/Lightning
Antipode VARIABLE COST
Target: Single Type: Elemental (Special)
Rearing back his head, Valigarmanda lifts his wings and lets out a roar. Blue and red particles flow from his mouth, encircling the target in a
whirlwind of fire and ice. The particles converge, causing a massive explosion as raging heat meets freezing cold. Antipode counts as two
separate attacks, both of which strike the targeted combatant automatically for a certain amount of damage see the Advancement table for
more details. The first attack inflicts Fire Elemental damage, the second inflicts Ice Elemental damage. Both attacks ignore M. ARM.
Tri-Disaster* VARIABLE COST
Target: Group Type: Elemental (Special)
Taking to the air once more, Valigarmanda spreads wide his wings and whips his tail downward. Showers of energy rain from him onto the
battlefield, engulfing the enemies first in searing flames, then freezing them in ice and finally unleashing a blast of thunder to shock the targets.
Tri-Disaster counts as three separate attacks, all of which strike every eligible combatant in the targeted Group for a certain amount of damage
see the Advancement table for more details. The first attack deals Fire Elemental damage, the second Ice Elemental, and the last Lightning
Elemental. All three attacks ignore M. ARM.
Table AIII-26: Valigarmanda's Advancement
LEVEL ATTACK ANTIPODE TRI-DISASTER* SPELLS
1 - 8 (6 x AGI) + 2d10 (4 x MAG) + d10 (21 MP) --- Blizzard, Fire, Thunder
9 - 16 (8 x AGI) + 2d10 (5 x MAG) + 2d10 (25 MP) --- ---
17 - 24 (10 x AGI) + 3d10 (6 x MAG) + 2d10 (34 MP) --- Blizzara, Fira, Thundara
25 - 32 (11 x AGI) + 3d10 (7 x MAG) + 2d10 (43 MP) --- ---
33 - 40 (13 x AGI) + 4d10 (8 x MAG) + 2d10 (51 MP) (6 x MAG) + 2d12 (71 MP) Blizzaga*, Firaga*, Thundaga*
41 - 48 (15 x AGI) + 4d10 (9 x MAG) + 3d12 (63 MP) (7 x MAG) + 3d12 (86 MP) ---
49 - 56 (17 x AGI) + 5d10 (10 x MAG) + 3d12 (72 MP) (8 x MAG) + 3d10 (97 MP) ---
57 - 64 (19 x AGI) + 5d10 (11 x MAG) + 3d12 (81 MP) (9 x MAG) + 3d10 (110 MP) ---
65+ (21 x AGI) + 5d10 (12 x MAG) + 3d12 (89 MP) (10 x MAG) + 3d10 (138 MP) ---
CALL
Tri-Dazer 90 MP
Target: Group Type: Elemental (Special)
The dragon snake Valigarmanda descends from the clouds and releases a burst of electrical fury from the tips of his wings, quickly followed by a
gust of frozen air and a blast of fiery breath so fierce that Valigarmanda simply dissolves into burning embers. Tri-Dazer counts as three separate
attacks, each inflicting (6 x MAG) + 2d10 damage on all eligible combatants in the targeted Group, striking automatically. The first attack does
Lightning Elemental damage, the second Ice Elemental, and the third Fire Elemental.
FINAL FANTASY THE ROLEPLAYING GAME 361
Phantom
An eerie stillness fills the air. Seemingly from nothing, a figure engulfed in dark mist appears and then disappears, fading in and out of existence.
This ghostly Phantom is never easy to see, but its presence can be felt by all; a chance glimpse reveals a creature little more than a translucent
cloak and two glowing eyes. Unlike most spirits, however, this is no evil apparition; its eyes hide a benevolent spark, although only for the
Summoner.
Hit Point Modifier: x 1.5 Support Abilities: Auto-Vanish
Spirit Light VARIABLE COST
Target: Single Type: Arcane (Magical)
Status (Weaken)
Phantom's cloak briefly uncovers its face; searing, otherworldly light pours from its eyes, burning the resolve of anything unlucky enough to meet
Phantom's gaze. Spirit Light inflicts a certain amount of Magical damage on the targeted opponent, striking automatically see the Advancement
Table for more details. This damage is reduced by M. ARM as normal. In addition, Spirit Light has a CoS of (M. ACC - 50), M. Evasion of inflicting
the Status Condition Agility Break (6).
Ghostly Veil* 113 mp
Target: Party Type: Status (Strengthen)
Phantom's ghostly cloak spreads out to cover the entire party, hiding them away from the world of the living for a few precious moments. Ghostly
Veil bestows the Status Conditions Vanish (6), Float (6), and Agility Up (6) to the Summoner and all immediate allies.
Table AIII-27: Phantom's Advancement
LEVEL ATTACK SPIRIT LIGHT GHOSTLY VEIL* SPELLS
1 - 8 (5 x AGI) + 2d8 (11 x MAG) + 3d10 (39 MP) --- Burn Ray, Float, Yawn
9 - 16 (6 x AGI) + 2d8 (13 x MAG) + 4d10 (44 MP) --- Blink, Gravity, Speed
17 - 24 (8 x AGI) + 3d8 (15 x MAG) + 4d10 (52 MP) --- Ray Bomb, Berserk
25 - 32 (10 x AGI) + 3d8 (17 x MAG) + 4d10 (64 MP) --- Ruse
33 - 40 (11 x AGI) + 4d8 (18 x MAG) + 4d12 (70 MP) --- Demi*
41 - 48 (13 x AGI) + 4d8 (20 x MAG) + 4d12 (79 MP) --- Flare Star*
49 - 56 (14 x AGI) + 5d8 (22 x MAG) + 4d12 (88 MP) --- Vanish*
57 - 64 (16 x AGI) + 5d8 (24 x MAG) + 4d12 (96 MP) --- Quarter*
65+ (28 x AGI) + 5d8 (26 x MAG) + 5d10 (107 MP) --- ---
CALL
Fader 93 MP
Target: Party Type: Recovery
The faint outline of a humanoid form shimmers into existence around the Caller, its eerie gaze taking stock of its surroundings. Without making a
sound, it fades away again, leaving naught but a phantasmal residue in its wake. Fader bestows the Status Condition Vanish on the Caller and all
immediate allies (6).
FINAL FANTASY THE ROLEPLAYING GAME 362
Unicorn
The Summoner raises her hand high, a sparkle of light shining from her fingers. As the light grows in intensity, it slips free of the Summoner's
grasp, shooting off into the distance before exploding in a shower of brilliant sparks. The sudden burst of light outlines a shining white beast,
indistinguishable from a horse until it begins to gallop towards the battle. Only as it draws closer does it become obvious that this is Unicorn: a
dazzling creature with pure white hide, golden mane and tail, long spiraled horn glowing with an aura of health and good fortune.
Hit Point Modifier: x 1.5 Support Abilities: Auto-Regen
Purifying Horn 50 mp
Target: Party Type: Recovery
Unicorn's horn glow silver as it sends a wave of curative energy rushing through the party. Purifying Horn cancels the Status Conditions Berserk,
Blind, Poison, Sleep, and Zombie on all immediate allies.
Fountainhead* 150 MP
Target: Party Type: Recovery
Status (Strengthen)
Unicorns horn literally erupts with light, sending torrents of vital energy crashing down on the party until the Unicorn itself has winked out of
existence. Fountainhead cancels all negative Status Conditions on all immediate allies, as well as bestowing the Status Condition Resist (2).
Table AIII-28: Unicorn's Advancement
LEVEL ATTACK PURIFYING HORN FOUNTAINHEAD* SPELLS
1 - 8 (5 x STR) + 2d8 --- --- Poisona
9 - 16 (6 x STR) + 2d8 --- --- Stona
17 - 24 ( 8 x STR) + 3d8 --- --- Regen
25 - 32 (10 x STR) + 3d8 --- --- Basuna
33 - 40 (11 x STR) + 4d8 --- --- Dispel*
41 - 48 (13 x STR) + 4d8 --- --- Esuna*
49 - 56 (14 x STR) + 5d8 --- --- Resist*
57 - 64 (16 x STR) + 5d8 --- --- Temporal Shift*
65+ (18 x STR) + 5d8 --- --- Vaccine*
CALL
Healing Horn 100 MP
Target: Party Type: Recovery
The magnificent Unicorn casually trots towards the Caller, horn aglow with a brilliant white light that lifts ailments from all who behold it. Healing
Horn cancels all negative Status Conditions afflicting the Caller and all immediate allies.
FINAL FANTASY THE ROLEPLAYING GAME 363
Carbuncle
A glowing portal opens in the ground in front of the Summoner, creating a perfectly round opening mere inches from her feet. What emerges could
almost be a child's plaything: a small, mousy creature with neat turquoise fur, long ears, and large, curious eyes possessed of an unexpected
intelligence. Its most notable feature, however, is the polished jewel nestled in its forehead, glowing with a warm inner light. That jewel now
sparkles as Carbuncle does a little somersault in mid-air before landing, eager to be of service to its new master.
Hit Point Modifier: x 1.5 Support Abilities: Auto-Reflect
Jewel Light VARIABLE COST
Target: Single Type: Status (Strengthen)
Status (Barrier)
Carbuncle raises its head, causing the light of the sun to reflect off of its ruby brightly. The reflected light seems to coat one of the Summoner's
party members. As the light dies, the affected party member feels lighter in spirit, as though the light is protecting him.
Jewel Light bestows a number of Status Conditions on the target dependent on the Summoner's current Level. Initially, this will be Reflect (6), but
additional Conditions (6) are added onto the base effect as the Summoner gains experience see the Advancement table for more details.
Holy Guard* 165 mp
Target: Party Type: Status (Strengthen)
Status (Barrier)
Carbuncle rears up onto its hind legs, lifting its head towards the sun. As light strikes the jewel, it begins to flare up; an ethereal cone of energy
shoots forth, diffusing into mana-rich particles at its apex. These motes quickly descend on the party, wrapping them in a blanket of divine power.
Holy Guard bestows the Status Conditions Reflect (6), Shell (6), and Spirit Up (6) on all immediate allies
Table AIII-29: Carbuncle's Advancement
LEVEL ATTACK JEWEL LIGHT HOLY GUARD* SPELLS
1 - 8 (5 x STR) + 2d8 + Spirit Up (85 MP) --- ---
9 - 16 (6 x STR) + 2d8 --- --- Faith
17 - 24 ( 8 x STR) + 3d8 + Regen (105 MP) --- ---
25 - 32 (10 x STR) + 3d8 --- --- Shell
33 - 40 (11 x STR) + 4d8 + Shell (115 MP) --- ---
41 - 48 (13 x STR) + 4d8 --- --- Shellga*
49 - 56 (14 x STR) + 5d8 + Magic Up (135 MP) --- Reflect*
57 - 64 (16 x STR) + 5d8 --- --- ---
65+ (18 x STR) + 5d8 + Haste (165 MP) --- ---
CALL
Ruby Light 107 MP
Target: Party Type: Status (Barrier)
A hole opens in the ground in front of the Caller and a small green lizard with a ruby in its forehead peeks out. The creature furtively looks
around, withdraws for a moment and then leaps into the air, its ruby scattering the ambient light across the party. Ruby Light bestows the Status
Condition Reflect (6) on the Caller and all eligible allies in the immediate Party.
FINAL FANTASY THE ROLEPLAYING GAME 364
Golem
The earth rumbles but does not fissure. A ripple appears before the Summoner, and a hand made of stone slowly emerges as if being formed
from the ground itself. Another hand follows, and the rest of the stone body hoists itself up onto the surface to reveal Golem, the great earth
protector.
Hit Point Modifier: x 2.5 Support Abilities: Auto-Protect
Earthen Defender 100 mp
Target: Single Type: Support
Golem leans over and thrusts a hand into the ground. Should an enemy make a successful Physical attack against any ally, the hand will rise from
the earth and block the attack; Golem takes the damage instead. Once the attack has been blocked, Golem pulls its hand back and counterattacks,
making an immediate Attack Action against the opponent who made the original attack. After this, Earthen Defender has no further effect it must
be used again.
Earthen Guardian* 125 mp
Target: Party Type: Support
Golem stands firm as large boulders materialize over its head and a massive rockslide tumbles down onto it. Rather than burying it, however, the
rocks simply add to Golem's mass, making a much larger presence on the field. Once Earthen Guardian is engaged, all Physical damage dealt to
allies is dealt to Golem instead. Unlike other Grand Summon Abilities, using Earthen Guardian does not result in Golem's dismissal; instead, it
remains in effect until the Summoner is incapacitated, Golem is reduced to 0 or fewer Hit Points, or the battle ends.
Table AIII-30: Golem's Advancement
LEVEL ATTACK EARTHEN DEFENDER EARTHEN GUARDIAN* SPELLS
1 - 8 (6 x STR) + 2d12 --- --- ---
9 - 16 (9 x STR) + 2d12 --- --- Faith
17 - 24 (11 x STR) + 3d12 --- --- Protect
25 - 32 (13 x STR) + 3d12 --- --- ---
33 - 40 (15 x STR) + 4d12 --- --- Protectga*
41 - 48 (17 x STR) + 4d12 --- --- ---*
49 - 56 (19 x STR) + 5d12 --- --- Wall*
57 - 64 (21 x STR) + 5d12 --- --- ---
65+ (23 x STR) + 5d12 --- --- ---
CALL
Earthen Wall 107 MP
Target: Party Type: Status (Barrier)
The Caller draws a gigantic man made of clay and stone from the ground and inscribes a magic word on its forehead. The Golem's eyes light up
when the final letter is recorded and it assumes its mission - to defend its masters. The Golem spreads its enormous arms out in front of the
party, preparing to shield them from all damage. Earthen Wall bestows the Status Condition Wall on the Caller and all immediate allies (6).
FINAL FANTASY THE ROLEPLAYING GAME 365
Seraphim
The Summoner bows her head and closes her eyes, imparting a prayer for assistance to her chosen deity. As she does so, a golden beam of light
shines down from above, and a winged woman wearing a simple white robe descends from the sky to gently touch down before the party.
Hit Point Modifier: x 1.5 Support Abilities: Auto-Float, SOS-Regen
Healing Rain VARIABLE COST
Target: Single Type: Recovery
Seraphim gazes hopefully upwards and sings a single note. Light shines from the heavens and bathes a single party member in warmth, healing
them of wounds. Healing Rain restores a certain amount of Hit Points to the targeted combatant see the Advancement table for more details.
Angel Feathers* VARIABLE COST
Target: Party Type: Recovery
Seraphim spreads her wings and flies high into the air as an angelic chorus is heard from above. As her wings flap, feathers begin to slowly fall,
showering the party. The feathers disappear as soon as they touch each party member, providing healing for the entire group. Angel Feathers
restores a certain amount of Hit Points to all eligible allies in the immediate Party see the Advancement table for more details.
Table AIII-31: Seraphim's Advancement
LEVEL ATTACK HEALING RAIN ANGEL FEATHERS* SPELLS
1 - 8 (5 x STR) + 2d8 (11 x MAG) + 3d10 (24 MP) --- Cure, Poisona
9 - 16 (6 x STR) + 2d8 (13 x MAG) + 4d10 (29 MP) --- Float, Stona
17 - 24 (8 x STR) + 3d8 (15 x MAG) + 4d10 (37 MP) --- Cura, Regen
25 - 32 (10 x STR) + 3d8 (17 x MAG) + 4d10 (49 MP) --- Basuna
33 - 40 (11 x STR) + 4d8 (18 x MAG) + 4d12 (55 MP) (24 x MAG) + 4d12 (86 MP) Curaga*, Raise*
41 - 48 (13 x STR) + 4d8 (20 x MAG) + 4d12 (64 MP) (26 x MAG) + 5d10 (97 MP) Esuna*, Flight*
49 - 56 (14 x STR) + 5d8 (22 x MAG) + 4d12 (73 MP) (28 x MAG) + 5d10 (100 MP) ---
57 - 64 (16 x STR) + 5d8 (24 x MAG) + 4d12 (81 MP) (30 x MAG) + 5d10 (127 MP) ---
65+ (18 x STR) + 5d8 (26 x MAG) + 5d10 (92 MP) (33 x MAG) + 5d10 (149 MP) ---
CALL
Reviver 111 MP
Target: Party Type: Recovery
An angel descends from the heavens, accompanied by beautiful light and a divine chorus. She turns towards the party and spreads her six sets of
wings, refracting the light across the party, instilling them with newfound health and courage. Reviver restores (22 x MAG) + 4d12 Hit Points to
the Caller and all allies in the immediate area.
FINAL FANTASY THE ROLEPLAYING GAME 366
Ark
The skies darken as a blood-red moon looms over the battlefield. A twinkle of light in the midst of that ominous sphere quickly grows into the
battle-scarred shape of an ancient, dragon-headed airship studded with fearsome metal blades, hovering above the battlefield on a single mighty
propeller Suddenly, something inside the airship shudders into life; the rotor folds up, the prow splits in two, and the entire hull begins to fold and
twist, by and by transforming the vehicle into an elegant mechanical knight.
Hit Point Modifier: x 2 Support Abilities (Airship): Elemental Immunity: Earth, Elemental Weakness: Wind, Auto-Flight
Support Abilities (Knight): Elemental Immunity: Shadow, Elemental Weakness: Holy, Auto-Float
SPECIAL RULES
Roll a d% when Ark is summoned. On a roll of 75 or higher, Ark appears in Knight form; otherwise, Ark will appear in Airship form. If brought into
battle through Grand Summon, Ark automatically appears in Knight form. Ark can transform from Airship to Knight and back again at the cost of
an Action. The form Ark takes determines which attacks and Support Abilities are available to it. In Airship form, it can use Boomerang, while in
Knight form, it can use Photon and Eternal Darkness. Attack damage remains constant across both forms.
Boomerang VARIABLE COST
Target: Single Type: Arcane (Physical)
Ancient mechanisms creak as two ornate blades swing out from the airship's back and whirl towards the target, cutting straight through it before
returning to their starting positions. Boomerang inflicts a certain amount of Physical damage on the targeted opponent, striking automatically
see the Advancement Table for more details. This damage is reduced by ARM as normal.
Photon 140 MP
Target: Single Type: Status (Fatal)
Weapon tubes flick open along the airship's battle-scarred carapace. The glow of energy fills each opening and beams arc out, twisting towards
the target to sear its life away in a single intense barrage. Photon has a CoS of (M. ACC - 50), M. Evasion of instantly reducing the target to 1 HP,
regardless of its current HP score, Armor, or M. Armor rating. Treat this as a Near-Fatal effect.
Eternal Darkness* VARIABLE COST
Target: Group Type: Elemental (Shadow)
A beam of red light shoots out from Ark's forehead, tracing a complex symbol on the ground below. As the symbol is completed, its patterns light
up; target thus acquired, Ark swings his wings backwards and lets loose with hundreds of golden-white energy blasts that turn the battlefield into
a glowing inferno. As the flames rage and smoke rises, the mechanoid Summon administers the coup de grace a sizzling lance of energy
projected from what was once the ram of his airship form, striking and re-igniting the residual energy around the enemy in a column of
destruction that spills out into deepest space. Eternal Darkness inflicts a certain amount of Shadow Elemental damage on all eligible combatants
in the targeted Group, striking automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal.
Table AIII-32: Ark's Advancement
LEVEL ATTACK BOOMERANG PHOTON ETERNAL DARKNESS* SPELLS
1 - 8 (6 x STR) + d10 (11 x AGI) + 3d10 (26 MP) --- --- Aero
9 - 16 (8 x STR) + 2d10 (13 x AGI) + 4d10 (31 MP) --- --- Dark, Float
17 - 24 (10 x STR) + 3d10 (15 x AGI) + 4d10 (39 MP) --- --- Aera
25 - 32 (11 x STR) + 3d10 (17 x AGI) + 4d10 (51 MP) --- --- Confuse
33 - 40 (13 x STR) + 4d10 (18 x AGI) + 4d12 (57 MP) --- (24 x MAG) + 4d12 (91 MP) Aeraga*, Scourge*
41 - 48 (15 x STR) + 4d10 (20 x AGI) + 4d12 (66 MP) --- (26 x MAG) + 5d10 (102 MP) Flight*
49 - 56 (17 x STR) + 5d10 (22 x AGI) + 4d12 (75 MP) --- (28 x MAG) + 5d10 (105 MP) ---
57 - 64 (19 x STR) + 5d10 (24 x AGI) + 4d12 (83 MP) --- (30 x MAG) + 5d10 (132 MP) ---
65+ (21 x STR) + 5d10 (26 x AGI) + 5d10 (94 MP) --- (33 x MAG) + 5d10 (154 MP) ---
FINAL FANTASY THE ROLEPLAYING GAME 367
CALL
When Called, Ark will appear in one of two forms. Roll a d% to determine which form and effect is brought into battle.
Roll Effect
1 - 60 Airship (Propeller Wind)
61 - 100 Knight (Jet Breeze)
Propeller Wind 119 MP
Target: Group Type: Elemental (Wind)
Status (Mystify)
The airship Ark screams across the battlefield, leaving a vacuum in the wake of its propeller. In an instant, the surrounding air rushes in to fill the
vacuum, creating a swirling vortex that buffets the Caller's foes. Propeller Wind inflicts (22 x MAG) + 4d12, M. Armor Wind Elemental damage on
all eligible combatants in the targeted Group, striking automatically. In addition, it has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Condition Confuse (6) roll separately for each eligible combatant.
Jet Breeze 119 MP
Target: Group Type: Elemental (Wind)
Support
The knight Ark skims over the battlefield on jets of flame, thrusters kicking into overdrive as it sweeps over the thick of the enemy. The resulting
backdraft is devastating, nearly blowing the Caller's foes off the battlefield entirely even as the party is plucked up and suspended on cushions of
air. Jet Breeze inflicts (26 x MAG) + 5d10, M. Armor Wind Elemental damage on all eligible combatants in the targeted Group, striking
automatically. In addition, it bestows the Status Condition Float (6) on the Caller and all immediate allies.
FINAL FANTASY THE ROLEPLAYING GAME 368
Doomtrain
Out of nowhere, train tracks rise from the ground; in the distance, a steam whistle sounds, faint and mournful. Before the astonished combatants
can react, an ancient locomotive rumbles into sight, trailing behind it a long string of darkened, battered cars. As the whistle sounds again,
however, the pitted iron shell melts away, revealing the horror underneath: a half-mechanical creature bedecked in red, gold, and brass; its frame
a skeletal serpent encasing a heart of steam and pistons, its face a hollow-eyed phantom frozen in a rictus of permanent despair. This is the
Doomtrain, transport of the dead and the damned, drawn from its course by the Summoner's behest.
Hit Point Modifier: x 2 Support Abilities: Bio Enhancer, Elemental Absorbance: Bio, Elemental Weakness: Earth/Wind/Water
Diabolic Whistle VARIABLE COST
Target: Single Type: Elemental (Bio)
Status (Special)
Noxious steam erupts from the Doomtrain's smokestack as its whistle rings out, a sound shrill and loud enough to break through the world of the
living and into the realms of the dead. As if on command, a host of evil spirits emerge from the foul vapors, chittering and cackling as they swarm
the target. Diabolic Whistle inflicts a certain amount of Bio Elemental damage to the target, striking automatically see the Advancement table for
more details. This damage is reduced by M. ARM as normal. Diabolic Whistle also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status
Conditions Blind (6), Confuse (6), Immobilize (6), and Poison (). Roll once for all Conditions.
Midnight Express* VARIABLE COST
Target: Group Type: Elemental (Bio)
Status (Special)
The battlefield seems to grow darker; overhead, stars appear in strange constellations, twisting disconcertingly. As if on cue, the great lamp atop
the Doomtrain's head winks to life, bathing the Summoner's foes in pale, bone-white light. Suddenly, a great whispering cuts into the air; initially
low and sibilant, it draws closer and closer until shadows begin appear at the edges of light. As they pass into the glare of the Doomtrain's lamp,
the shadows resolve into pale, shrouded phantoms; in short order, the souls of the newly departed simply wash over the enemy ranks, barely
caring for the damage they inflict as they prepare to board the train to their final reward. Midnight Express inflicts a certain amount of Bio
Elemental damage to all eligible combatants in the targeted Group, striking automatically see the Advancement table for more details. This
damage is reduced by M. ARM as normal. Midnight Express also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Conditions
Condemned (4), Meltdown (4), Toad (6), and Venom (4) roll separately for each eligible combatant, but only once for all Conditions.
Table AIII-33: Doomtrain's Advancement
LEVEL ATTACK DIABOLIC WHISTLE MIDNIGHT EXPRESS* SPELLS
1 - 8 (6 x STR) + 2d10 (11 x MAG) + 3d10 (59 MP) --- Blind, Poison, Sleep
9 - 16 (8 x STR) + 2d10 (13 x MAG) + 4d10 (64 MP) --- Berserk, Slow
17 - 24 (10 x STR) + 3d10 (15 x MAG) + 4d10 (71 MP) --- Immobilize, Silence, Zombie
25 - 32 (11 x STR) + 3d10 (17 x MAG) + 4d10 (84 MP) --- Bio, Confuse, Slowga
33 - 40 (13 x STR) + 4d10 (18 x MAG) + 4d12 (90 MP) (24 x MAG) + 4d12 (136 MP) Curse*, Disable*, Mini*
41 - 48 (14 x STR) + 4d10 (20 x MAG) + 4d12 (99 MP) (26 x MAG) + 5d10 (147 MP) Stone*, Sap*
49 - 56 (16 x STR) + 5d10 (22 x MAG) + 4d12 (108 MP) (28 x MAG) + 5d10 (150 MP) Pain*, Stop*, Venom*
57 - 64 (18 x STR) + 5d10 (24 x MAG) + 4d12 (116 MP) (30 x MAG) + 5d10 (177 MP) Toad*
65+ (21 x STR) + 5d10 (26 x MAG) + 5d10 (127 MP) (33 x MAG) + 5d10 (199 MP) ---
CALL
Runaway Train 124 MP
Target: Group Type: Elemental (Bio)
Status (Special)
In the blink of an eye, the battlefield is sucked away into the Dimensional Rift. Warning bells ring as railway gates come crashing down, fencing the
Summoner's foes in; flames spring up in the midst of the void, forming the shadow of a ghostly express line. A single light shines in the darkness,
and with a mighty thunder of pistons, Doomtrain comes chasing down the track towards the trapped foes, rolling through their ranks without even
slowing. Runaway Train inflicts (22 x MAG) + 4d12, M. Armor Bio Elemental damage on all eligible combatants in the targeted Group, striking
automatically. It also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Conditions Blind (6), Meltdown (2), and Poison (). Roll
separately for each Status Condition and each eligible combatant.
FINAL FANTASY THE ROLEPLAYING GAME 369
Hades
A deep, mournful bell is heard as a thick mist rolls over the Summoner's party. As the mist clears, it reveals the figure of a skeleton clad in a deep
purple robe hunched over a large cauldron. Hades looks gleefully up at the enemy party as if to let them know their time has come.
Hit Point Modifier: x 2 Support Abilities: Bio Enhancer, Elemental Absorbance Bio, Elemental Weakness: Fire/Ice/Lightning
Devil's Bell VARIABLE COST
Target: Single Type: Elemental (Bio)
Status (Special)
Hades reaches slowly into one of the sleeves of his robe, pulling out a dull iron bell. As he points at one member of the enemy party, he rings the
bell, causing the same mournful tone heard during his summoning. The affected monster slumps over, filled with despair over the knowledge of its
imminent demise. Devil's Bell inflicts a certain amount of Bio Elemental damage to the target, striking automatically see the Advancement table
for more details. This damage is reduced by M. ARM as normal. In addition, Devil's Bell has a CoS of (M. ACC - 50), M. Evasion of inflicting the
Status Conditions Berserk (6), Mini (6), Poison (), and Silence (6). Roll once for all Conditions.
Cursed Mist* VARIABLE COST
Target: Group Type: Elemental (Bio)
Status (Special)
Hades straightens up and begins a hideous chant. As he chants, a pale flame appears under the cauldron, causing whatever is within to begin
bubbling. As the chanting reaches its climax, Hades scatters an unknown substance into the cauldron. Almost immediately, a thick gray fog begins
pouring out of the cauldron, washing over the enemy party and covering them with hideous toxins. Cursed Mist inflicts a certain amount of Bio
Elemental damage to all eligible combatants in the targeted Group, striking automatically see the Advancement table for more details. This
damage is reduced by M. ARM as normal. In addition, Cursed Mist has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Conditions Curse
(6), Petrify (4), Venom (4), and Zombie (6) on all eligible combatants in the Group. Roll separately for each eligible combatant, but only once for
all Conditions.
Table AIII-34: Hades's Advancement
LEVEL ATTACK DEVIL'S BELL CURSED MIST* SPELLS
1 - 8 (6 x STR) + 2d10 (11 x MAG) + 3d10 (59 MP) --- Blind, Poison, Sleep
9 - 16 (8 x STR) + 2d10 (13 x MAG) + 4d10 (64 MP) --- Berserk, Slow
17 - 24 (10 x STR) + 3d10 (15 x MAG) + 4d10 (72 MP) --- Immobilize, Silence, Zombie
25 - 32 (11 x STR) + 3d10 (17 x MAG) + 4d10 (84 MP) --- Bio, Confuse, Slowga
33 - 40 (13 x STR) + 4d10 (18 x MAG) + 4d12 (90 MP) (24 x MAG) + 4d12 (136 MP) Curse*, Disable*, Mini*
41 - 48 (14 x STR) + 4d10 (20 x MAG) + 4d12 (99 MP) (26 x MAG) + 5d10 (147 MP) Stone*, Time Slip*
49 - 56 (16 x STR) + 5d10 (22 x MAG) + 4d12 (108 MP) (28 x MAG) + 5d10 (150 MP) Pain*, Stop*, Venom*
57 - 64 (18 x STR) + 5d10 (24 x MAG) + 4d12 (116 MP) (30 x MAG) + 5d10 (177 MP) Toad*
65+ (21 x STR) + 5d10 (26 x MAG) + 5d10 (127 MP) (33 x MAG) + 5d10 (199 MP) ---
CALL
Black Cauldron 124 MP
Target: Group Type: Elemental (Bio)
Status (Special)
The sky fades to black; in the newly-birthed shadows, a menacing figure comes into focus, blood-red robes fluttering in the cold wind. A metallic
creak rents the air as Hades stirs his pitch-black cauldron, filling the air around the Caller's foes with a drift of noxious fumes. Black Cauldron
inflicts (22 x MAG) + 4d12, M. ARM Bio Elemental damage on all eligible combatants in the targeted Group, striking automatically. In addition,
Black Cauldron also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Conditions Curse (6), Mini (6), and Silence (6). Roll separately
for each Status Condition.
FINAL FANTASY THE ROLEPLAYING GAME 370
Kujata
As the summoner chants the words of her incantation, the earth begins to rumble, and a loud roar is heard in the distance. The horned boar god
Kujata charges to the aid of the summoner and her allies, hot sparks flying as his hooves strike rock. With a snort, the huge boar interposes
himself between the summoner and her enemies, letting out another titanic bellow.
Hit Point Modifier: x 2 Support Abilities: Elemental Immunity: Earth/Fire/Ice/Lightning, Elemental Weakness: Water/Wind
Eruption VARIABLE COST
Target: Single Type: Elemental (Special)
Kujata raises its hooves and drives them into the earth. A huge spike of rock smashes into one of the Summoner's enemies, then explodes,
raining fiery lava down on the target. Eruption counts as two separate attacks, both of which strike the targeted combatant automatically for a
certain amount of damage see the Advancement table for more details. The first attack inflicts Earth Elemental damage, the second inflicts Fire
Elemental damage. Both attacks ignore M. ARM.
Heaven's Rage* VARIABLE COST
Target: Group Type: Elemental (Special)
Kujata lets out a terrible roar and the earth itself rips apart under the feet of the summoner's enemies. As the summoner's foes fall into the
chasm, they are first bathed in boiling lava, then frozen in crystallized ice, then struck by otherworldly bolts of lightning. Finally, the chasm itself
slams closed, crushing the enemies before throwing them back onto the surface. Heaven's Rage counts as four separate attacks, all of which
strike every eligible combatant in the targeted Group for a certain amount of damage see the Advancement table for more details. The first
attack deals Fire Elemental damage, the second Ice Elemental, the third Lightning Elemental, and the last Earth Elemental. All four attacks ignore
M. ARM.
Table AIII-35: Kujata's Advancement
LEVEL ATTACK ERUPTION HEAVEN'S RAGE* SPELLS
1 - 8 (6 x STR) + 2d12 (6 x MAG) + 2d10 (34 MP) --- Blizzard, Fire, Thunder
9 - 16 (9 x STR) + 2d12 (7 x MAG) + 2d10 (43 MP) --- ---
17 - 24 (11 x STR) + 3d12 (8 x MAG) + 2d10 (51 MP) --- Blizzara, Fira, Thundara
25 - 32 (13 x STR) + 3d12 (9 x MAG) + 3d10 (63 MP) --- ---
33 - 40 (15 x STR) + 4d12 (10 x MAG) + 3d10 (72 MP) (5 x MAG) + 2d10 (78 MP) Blizzaga*, Firaga*, Thundaga*
41 - 48 (17 x STR) + 4d12 (11 x MAG) + 3d10 (81 MP) (6 x MAG) + 2d10 (95 MP) Null Element (Water)*
49 - 56 (19 x STR) + 5d12 (12 x MAG) + 3d10 (89 MP) (7 x MAG) + 2d10 (109 MP) Null Element (Wind)*, Quake*
57 - 64 (21 x STR) + 5d12 (13 x MAG) + 4d10 (100 MP) (8 x MAG) + 2d10 (151 MP)
65+ (23 x STR) + 5d12 (14 x MAG) + 4d10 (103 MP) (9 x MAG) + 3d10 (177 MP) ---
CALL
Tetra-Disaster 125 MP
Target: Group Type: Elemental (Special)
A burst of flames erupts from the ground, burning the Caller's foes. A cold air begins to sweep in that promises quick relief, but turns to a painful
sting as it coalesces into a block of ice that chills the targets for further damage before being shattered by a volley of lightning bolts that reveals
the source of this misery - the massive elemental beast Kujata. With a stomp of its mighty hooves, Kujata sends a final ripple through the ground,
shaking all opponents in range before vanishing again. Tetra-Disaster counts as four separate attacks, each inflicting (6 x MAG) + 2d10 damage
on all eligible combatants in the targeted Group, striking automatically. The first attack does Fire Elemental damage, the second Ice Elemental, the
third Lightning Elemental, and the fourth Earth Elemental.
FINAL FANTASY THE ROLEPLAYING GAME 371
Alexander
The summoner closes her eyes and gives a small prayer, which is answered as a massive mechanical creature rises up behind her. Alexander, the
holy guardian, towers over the battlefield, resplendent in brightly-ornamented silver armor. It may be humanoid, but nothing below the waist can
be seen above the ground. The arms are massive pillars, leaning against the ground, though no hands are visible. Perhaps the strangest thing
about Alexander is what appears to be a palace on its wide shoulders, with towers sprouting high up over its head.
Hit Point Modifier: x 2.5 Support Abilities: Holy Enhancer, Elemental Absorbance: Holy, Elemental Weakness: Shadow
Ray of Light VARIABLE COST
Target: Single Type: Elemental (Holy)
A thin beam of light shines from Alexander's visor, flaring from white to red as it begins to trace a glyph around the target with fast, darting
motions. As the final stroke is made, the intricate lines glow red; the two light sources unite as one, engulfing the target in searing fire. Ray of
Light inflicts a certain amount of Holy damage to the targeted combatant, striking automatically see the Advancement table for more details.
This damage is reduced by M. ARM as normal.
Holy Judgment* VARIABLE COST
Target: Group Type: Elemental (Holy)
Alexander shudders and clanks, as a pair of immense feathered wings emerge from his back, shattering metal and stone. The wings beat slowly in
the air as a ball of Holy energy is formed in front of Alexander's body. Suddenly the wings stop, and the ball splits into thousands of thin streams
of energy, spiraling around the battlefield until, one by one, each plunges into a different enemy. Holy Judgment inflicts a certain amount of Holy
Elemental damage to all eligible combatants in the targeted Group, striking automatically see the Advancement table for more details. This
damage is reduced by M. ARM as normal.
Table AIII-36: Alexander's Advancement
LEVEL ATTACK RAY OF LIGHT HOLY JUDGEMENT* SPELLS
1 - 8 (6 x STR) + 2d10 (13 x MAG) + 4d10 (31 MP) --- ---
9 - 16 (8 x STR) + 2d10 (15 x MAG) + 4d12 (39 MP) --- Fade
17 - 24 (10 x STR) + 3d10 (17 x MAG) + 4d12 (51 MP) --- Protect
25 - 32 (11 x STR) + 3d10 (18 x MAG) + 4d12 (57 MP) --- Shell
33 - 40 (13 x STR) + 4d10 (20 x MAG) + 4d12 (66 MP) (26 x MAG) + 5d10 (102 MP) Banish*, Raise*
41 - 48 (15 x STR) + 3d10 (22 x MAG) + 4d12 (75 MP) (28 x MAG) + 5d10 (105 MP) Dispel*
49 - 56 (16 x STR) + 5d10 (24 x MAG) + 4d12 (84 MP) (30 x MAG) + 5d10 (132 MP) ---
57 - 64 (18 x STR) + 5d10 (26 x MAG) + 5d10 (94 MP) (33 x MAG) + 5d10 (154 MP) ---
65+ (21 x STR) + 5d10 (28 x MAG) + 5d10 (97 MP) (36 x MAG) + 5d12 (173 MP) Holy*
CALL
Divine Judgment 130 MP
Target: Group Type: Elemental (Holy)
Behind the Caller, the ground suddenly sags and crumbles away, leaving a gaping hole in the battlefield through which Alexander ascends to join
the fray. Once above ground, the sentient war machine anchors itself with a hiss of steam; two great weapon batteries open atop the war
machine's towering shoulders, spitting lances of holy destruction into the air. For several seconds, nothing happens then Alexander's deadly
payload comes raining down again, all but vaporising the enemy on impact. Divine Judgment inflicts (26 x MAG) + 5d10, M. Armor Holy Elemental
damage to all eligible combatants in the targeted Group, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 372
Anima
A blackened metal chain plummets out of the sky, plunging into the ground with a thundering jolt. The chain retracts as it slowly pulls something
out of the shadowed depths of the earth. More chains spring out of the earth, pulling themselves taut around the emerging figure, a strangely
fish-like creature who roars in impotent fury as she weeps boiling blood. This is the dark spirit Anima.
Hit Point Modifier: x 2.5 Support Abilities: Shadow Enhancer, Elemental Absorbance: Shadow, Elemental Weakness: Holy
Wrack VARIABLE COST
Target: Single Type: Elemental (Shadow)
Status (Fatal)
Anima cries out to the battlefield as a drop of molten blood is flung from her eye upon the target. As the dark essence sears away at the target,
the pure rage of Anima attacks their very spirit. Wrack has a CoS of (M. ACC - 50), M. Evasion of instantly reducing the target to 0 Hit Points,
regardless of current HP, ARM, or M. ARM values. Treat this as a Death-type effect. Should the target survive, Wrack does a certain amount of
Shadow Elemental damage to the target, striking automatically see the Advancement table for more details. This damage is reduced by M. ARM
as normal.
Oblivion* VARIABLE COST
Target: Group Type: Elemental (Shadow)
The chain binding Anima to the surface snaps free, sending Anima plunging back into the earth. The chains themselves drag the enemy party
down with her, allowing them to meet Anima's other face, a monstrous crowned skeleton, whose chains are near breaking point. As the
combatants sink deeper into the darkness, the bindings snap, and Anima's other half is freed. With two gaunt arms she begins to vent all the pain
and suffering of her existence into the Summoner's foes, all but destroying them on the spot. Oblivion does a certain amount of Shadow Elemental
damage to all eligible combatants in the targeted Group, striking automatically see the Advancement table for more details. This damage is
reduced by M. ARM as normal.
Table AIII-37: Anima's Advancement
LEVEL ATTACK WRACK OBLIVION* SPELLS
1 - 8 (6 x STR) + 2d10 (13 x MAG) + 4d10 (64 MP) --- ---
9 - 16 (8 x STR) + 2d10 (15 x MAG) + 4d12 (72 MP) --- Dark
17 - 24 (10 x STR) + 3d10 (17 x MAG) + 4d12 (84 MP) --- ---
25 - 32 (11 x STR) + 3d10 (18 x MAG) + 4d12 (90 MP) --- Debarrier
33 - 40 (13 x STR) + 4d10 (20 x MAG) + 4d12 (99 MP) (26 x MAG) + 5d10 (102 MP) Scourge*
41 - 48 (15 x STR) + 4d10 (22 x MAG) + 4d12 (108 MP) (28 x MAG) + 5d10 (105 MP) ---
49 - 56 (16 x STR) + 5d10 (24 x MAG) + 4d12 (116 MP) (30 x MAG) + 5d10 (132 MP) Death*
57 - 64 (18 x STR) + 5d10 (26 x MAG) + 5d10 (127 MP) (33 x MAG) + 5d10 (154 MP) ---
65+ (21 x STR) + 5d10 (28 x MAG) + 5d10 (130 MP) (36 x MAG) + 5d12 (173 MP) Scathe*
CALL
Torment 130 MP
Target: Group Type: Elemental (Shadow)
Anima's tormented form erupts in the midst of the Caller's foes, ever struggling with her eternal chains. Her futile struggling whips the chains to
and fro, tangling all nearby targets as her piercing howls drive fear into even the boldest of hearts. Torment inflicts (26 x MAG) + 5d10, M. ARM
Shadow Elemental damage on all eligible combatants in the targeted Group, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 373
Cerberus
Thick mists begin to surround the Summoner's body, rolling out to fill the immediate area until the entire battlefield is shrouded in murky fog. Just
as confusion and panic begin to spread in the combatants, the veil begins to lift, revealing a pair of stone cemetery gates rising up behind the
Summoner; the iron-wrought portal between them is blackened and age-pitted, scored with rust that seems as old as creation itself. Suddenly, a
distant howl cuts through the gloom; the steady patter of running, thundering feet draws closer as glowing eyes cut through the mists and the
gates of the underworld slowly creak open, acknowledging the return of their master.
In the flesh, Cerberus is a terrible thing indeed. A bony carapace the color of gravestone barely covers a three-headed demon-hound great
enough to tower over mere mortals; between the gaps, blood-red muscles and sinews glisten as if freshly skinned, tensing with barely restrained
power.
Hit Point Modifier: x 1.5 Support Abilities: Auto-Haste
Sonic Drive VARIABLE COST
Target: Single Type: Arcane (Physical)
Status (Time)
Cerberus fixes a single foe with three sets of eyes as cold and pitiless as the heart of a dying star, sapping the very life from the hapless victim's
body. Sonic Drive inflicts a certain amount of Physical damage to the targeted combatant, striking automatically see the Advancement table for
more details. This damage is reduced by ARM as normal. Sonic Drive also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition
Stop (6).
OVerdrive* 183 MP
Target: Party Type: Status (Strengthen)
Cerberus raises all three heads to the sky and unleashes a howl, defying death's inevitability for one brief moment. Almost immediately, energy
suffuses the Summoner and her comrades as the weight of the ages begins to melt away. Overdrive bestows the Status Condition Haste on all
eligible combatants (6), as well as immediately casting the Time Magic Spell Quicken on them.
Table AIII-38: Cerberus's Advancement
LEVEL ATTACK SONIC DRIVE OVERDRIVE* SPELLS
1 - 8 (5 x AGI) + 2d8 (13 x AGI) + 4d10 (54 MP) --- Burn Ray, Hold, Yawn
9 - 16 (6 x AGI) + 2d8 (15 x AGI) + 4d12 (62 MP) --- Slow, Speed
17 - 24 (8 x AGI) + 3d8 (17 x AGI) + 4d12 (74 MP) --- Ray Bomb, Reset
25 - 32 (10 x AGI) + 3d8 (18 x AGI) + 4d12 (80 MP) --- Haste, Slowga
33 - 40 (11 x AGI) + 4d8 (20 x AGI) + 4d12 (89 MP) --- Flare Star*, Time Slip*
41 - 48 (13 x AGI) + 4d8 (22 x AGI) + 4d12 (98 MP) --- Stop*
49 - 56 (14 x AGI) + 5d8 (24 x AGI) + 4d12 (106 MP) --- Hastega*, Return*
57 - 64 (16 x AGI) + 5d8 (26 x AGI) + 5d10 (117 MP) --- Old*
65+ (18 x AGI) + 5d8 (28 x AGI) + 5d10 (120 MP) --- Shockwave Pulsar*, Quicken*
CALL
Counter Rockets 139 MP
Target: Party Type: Status (Strengthen)
Infernal power glows in the depths of Cerberus's maws, growing in intensity until the fell hound at last lifts its three heads to the heavens and
shoots the pent-up energy into the sky. For one brief moment, a new constellation winks down on the party; then it too is gone. Counter Rockets
bestows the Status Conditions Power Up (6) and Magic Up (6) on the Caller and all eligible allies in the immediate Party.
FINAL FANTASY THE ROLEPLAYING GAME 374
Phoenix
An egg the color of amber sunlight falls from the heavens, melting into the ground without even slowing. Trails of flame blaze forth, tracing the
outline of a majestic bird around the party before erupting into an utter inferno. Out of the conflagration soars a giant bird covered in gloriously
vibrant plumage, trailing a rainbow in its wake as it spreads its wings and soars into the sky.
Hit Point Modifier: x 2.5 Support Abilities: Auto-Reraise
Blaze of Life VARIABLE COST
Target: All Type: Elemental (Fire)
Recovery
Phoenix hovers above the battlefield, a cascade of feathers showering down with every beat of its mighty wings. Where the feathers touch allies,
they radiate warmth and light; where they strike the enemy, they burst into hot and wicked flames, scorching without mercy. Blaze of Life inflicts a
certain amount of Fire Elemental damage on all eligible enemy combatants on the battlefield, striking automatically see the Advancement table
for more details. This damage is reduced by M. ARM as normal. Unconscious allies are revived as if they had been targeted by the Spell Raise.
Rebirth Flame* VARIABLE COST
Target: All Type: Elemental (Fire)
Recovery
Phoenix circles above the battlefield again, singing its powerful song. Finally, it dives again, wreathing its entire body in flame. To the party, the
flame pulses with the heat of life; to the Summoner's foes, it burns with the intensity of a raging sun. Rebirth Flame inflicts a certain amount of
Fire Elemental damage on all eligible enemy combatants on the battlefield, striking automatically see the Advancement table for more details.
This damage is reduced by M. ARM as normal. Unconscious allies are revived as if they had been targeted by the Spell Arise.
Table AIII-39: Phoenix's Advancement
LEVEL ATTACK BLAZE OF LIFE REBIRTH FLAME* SPELLS
1 - 8 (8 x STR) + 2d10 (15 x MAG) + 4d10 (62 MP) --- Cure, Fire
9 - 16 (10 x STR) + 3d10 (17 x MAG) + 4d10 (74 MP) --- ---
17 - 24 (11 x STR) + 3d10 (18 x MAG) + 4d12 (80 MP) --- Cura, Fira
25 - 32 (13 x STR) + 4d10 (20 x MAG) + 4d12 (89 MP) --- Raise
33 - 40 (15 x STR) + 4d10 (22 x MAG) + 4d12 (98 MP) (28 x MAG) + 5d10 (135 MP) Curaga*, Firaga*
41 - 48 (17 x STR) + 5d10 (24 x MAG) + 4d12 (106 MP) (30 x MAG) + 5d10 (162 MP) Reraise*
49 - 56 (19 x STR) + 5d10 (26 x MAG) + 5d10 (117 MP) (33 x MAG) + 5d10 (184 MP) Nuke*
57 - 64 (21 x STR) + 5d10 (28 x MAG) + 5d10 (120 MP) (36 x MAG) + 5d12 (203 MP) Arise*
65+ (22 x STR) + 5d10 (30 x MAG) + 5d10 (147 MP) (39 x MAG) + 5d12 (223 MP) Rebirth*
CALL
Undying Spirit 147 MP
Target: All Type: Elemental (Fire)
Recovery
Feathers, ashes and drops of oil fall from the sky to form a small pile in the center of the battlefield. After a moment, a small red bird emerges
from the pile and shakes off some debris, then spreads its wings and takes to the sky. Circling once over the battle before departing, it trails
ribbons of flame everywhere that scorch the Caller's opponents. Undying Spirit inflicts (26 x MAG) + 5d10, M. ARM Fire Elemental damage on all
active enemies on the battlefield. In addition, all Unconscious allies are revived with 25% of their maximum Hit Points.
FINAL FANTASY THE ROLEPLAYING GAME 375
Typhon
A truly grotesque creature descends from the heavens, fat violet body undulating and wobbling as its brings itself into position and surveys the
battle with greedy eyes. One grinning, demonic face tops that sluglike mass, sporting a mouthful of fangs wide enough to swallow cattle whole;
another head, smaller but no less uglier for it, leers in the monster's rump, blowing an obscene raspberry at the Summoner. Flexing his stubby
arms, Typhon prepares to unleash his vulgar powers.
Hit Point Modifier: x 2.5 Support Abilities: Wind Enhancer, Elemental Absorbance: Wind, Elemental Weakness: Earth/Bio,
Auto-Float
Sneeze VARIABLE COST
Target: Single Type: Elemental (Wind)
Status (Fatal)
Typhon's hideous face wrinkles; his maw twitches, and without warning, the summon sneezes with tree-felling force, creating a burst of
unimaginably powerful air currents. Sneeze has a CoS of (M. ACC - 50), M. Evasion to Eject the targeted combatant from the battlefield. Should the
target survive, Sneeze inflicts a certain amount of Wind Elemental damage to the targeted combatant, striking automatically see the
Advancement table for more details. This damage is reduced by M. ARM as normal.
Disintegration* VARIABLE COST
Target: Group Type: Elemental (Wind)
Typhon blows a howling gust of air into the ranks of the enemy, whipping up a malevolent whirlwind that wraps itself around the Summoner's foes
and sweeps them up. As the enemy tumbles about helplessly, the hideous summon turns around to reveal his second head, which unleashes a
furious sneeze; in an instant, heaven and earth are reversed, and fragments of what was once the ground begin to tumble down, battering the
trapped opponents until the tornado finally peters out. Disintegration inflicts a certain amount of Wind Elemental damage to to all eligible
combatants in the targeted Group, striking automatically see the Advancement table for more details. This damage is reduced by M. ARM as
normal.
Table AIII-40: Typhon's Advancement
LEVEL ATTACK SNEEZE DISINTEGRATION* SPELLS
1 - 8 (8 x STR) + 2d10 (15 x MAG) + 4d10 (62 MP) --- Aero
9 - 16 (10 x STR) + 3d10 (17 x MAG) + 4d10 (74 MP) --- Float
17 - 24 (11 x STR) + 3d10 (18 x MAG) + 4d12 (80 MP) --- Aera
25 - 32 (13 x STR) + 4d10 (20 x MAG) + 4d12 (89 MP) --- Flight
33 - 40 (15 x STR) + 4d10 (22 x MAG) + 4d12 (98 MP) (28 x MAG) + 5d10 (105 MP) Aeraga*
41 - 48 (17 x STR) + 5d10 (24 x MAG) + 4d12 (106 MP) (30 x MAG) + 5d10 (132 MP) Null Element (Earth)*
49 - 56 (19 x STR) + 5d10 (26 x MAG) + 5d10 (117 MP) (33 x MAG) + 5d10 (154 MP) Null Element (Bio)*
57 - 64 (21 x STR) + 5d10 (28 x MAG) + 5d10 (120 MP) (36 x MAG) + 5d12 (173 MP) Weaken (Wind)*
65+ (22 x STR) + 5d10 (30 x MAG) + 5d10 (147 MP) (39 x MAG) + 5d12 (193 MP) Whirlwind
CALL
Chow Time 155 MP
Target: Group Type: Elemental (Wind)
Typhon swoops down, mouths agape and drooling in anticipation of a fresh meal. He inhales greedily, drawing all opponents in the vicinity up into
the terrible, cavernous depths of his gullet; then, just as suddenly, he spits them out again, as if displeased with the quality of his impromptu
snack. Chow Time inflicts (30 x MAG) + 5d10, M. ARM Wind Elemental damage to to all eligible combatants in the targeted Group, striking
automatically.
FINAL FANTASY THE ROLEPLAYING GAME 376
Leviathan
A rip opens in the fabric of reality, birthing a long, sinuous column of seawater that twists and turns this way and that, gaining definition as it
begins to solidify. By and by, spines emerge from the snaking column; the brine hardens into shimmering scales, stretches out into fins and long,
trailing whiskers, gives form to a sharply beaked head. As the great sea serpent Leviathan completes his metamorphosis, the tang of salt fills the
air; sharp, clear, and foreboding.
Hit Point Modifier: x 2.5 Support Abilities: Water Enhancer, Elemental Absorbance: Water, Elemental Weakness: Lightning/Ice
Tidal Wave VARIABLE COST
Target: Group Type: Elemental (Water)
Leviathan coils up in a glistening ball of scales; water begins to bead on the surface of his body, quickly forming a solid cocoon of liquid. Once the
great sea serpent is completely surrounded, the brine explodes outwards, sending furious waves gushing in all directions. Tidal Wave inflicts a
certain amount of Water Elemental damage to to all eligible combatants in the targeted Group, striking automatically see the Advancement table
for more details. This damage is reduced by M. ARM as normal.
Grand Fall* VARIABLE COST
Target: Group Type: Elemental (Water)
The earth rumbles and shakes, thrusting up larger and larger fragments of stone until a towering slope has been erected over the battlefield. With
a flick of his tail, Leviathan soars to the summit of the newly-formed peak; in an instant, he transforms his body to water once again, creating a
mighty waterfall that pours and tumbles down the dry rock. This liquid avalanche quickly gathers momentum until it reaches the bottom and fans
out in a crushing wall of oceanic devastation, sweeping up everything in its path. Grand Fall inflicts a certain amount of Water Elemental damage
to to all eligible combatants in the targeted Group, striking automatically see the Advancement table for more details. This damage is reduced by
M. ARM as normal.
Table AIII-41: Leviathan's Advancement
LEVEL ATTACK TIDAL WAVE GRAND FALL* SPELLS
1 - 8 (8 x STR) + 2d10 (15 x MAG) + 4d10 (47 MP) --- ---
9 - 16 (10 x STR) + 3d10 (17 x MAG) + 4d10 (59 MP) --- Water
17 - 24 (11 x STR) + 3d10 (18 x MAG) + 4d12 (65 MP) --- ---
25 - 32 (13 x STR) + 4d10 (20 x MAG) + 4d12 (74 MP) --- Watera
33 - 40 (15 x STR) + 4d10 (22 x MAG) + 4d12 (83 MP) (28 x MAG) + 5d10 (105 MP) Null Element (Lightning)*
41 - 48 (17 x STR) + 5d10 (24 x MAG) + 4d12 (91 MP) (30 x MAG) + 5d10 (132 MP) Null Element (Ice)*, Waterga*
49 - 56 (19 x STR) + 5d10 (26 x MAG) + 5d10 (102 MP) (33 x MAG) + 5d10 (154 MP) ---
57 - 64 (21 x STR) + 5d10 (28 x MAG) + 5d10 (105 MP) (36 x MAG) + 5d12 (173 MP) Weaken (Water)*
65+ (22 x STR) + 5d10 (30 x MAG) + 5d10 (132 MP) (39 x MAG) + 5d12 (193 MP) ---
CALL
Tsunami 155 MP
Target: Group Type: Elemental (Water)
Leviathan thrashes and sweeps across the battlefield, budding tiny bubbles of water from the length of his body. As he passes over the enemy
ranks, these minute droplets begin to multiply; behind him, a great wall of water begins to form, growing in scale and intensity as he draws closer
and closer. When the tsunami finally hits, it is with the force of nature's wrath in its purest form a blow few foes can weather. Tsunami inflicts (30
x MAG) + 5d10, M. ARM Water Elemental damage to to all eligible combatants in the targeted Group, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 377
Lich
A dark fog snakes around the Summoner, slowly solidifying into a creature seemingly born of nightmares: a cruel-faced skeleton clad in the
decaying remains of wizard's robes, gaunt form held aloft by two skeletal wings. With a hideous, cackling laugh, the Lich swoops forward, ready to
unleash the power of darkness against the Summoner's foes.
Hit Point Modifier: x 2.5 Support Abilities: Shadow Enhancer, Elemental Absorbance: Shadow, Elemental Weakness: Holy
Death Cutter VARIABLE COST
Target: Single Type: Elemental (Shadow)
Status (Fatal)
A sneer seems to twist Lich's skull-like features as he charges towards the chosen foe, skeletal arms reshaping mid-rush into curved, cruel
scythes that impale the target without a moment's pity. Death Cutter inflicts a certain amount of Shadow Elemental damage to the targeted
combatant, striking automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal. Death Cutter also
has a CoS of (M. ACC - 50), M. Evasion of instantly reducing the target to 0 Hit Points, regardless of current HP, ARM or M. ARM values, or the
Damage Cap; treat this as a Death-type effect.
Doom Mirror* VARIABLE COST
Target: Group Type: Elemental (Shadow)
Status (Transform)
With a cackle, the Lich calls an age-scored and rune-encrusted silver mirror into existence before each foe still standing; even as they behold their
reflections, those mirror images begin to wither and waste, leaving nothing save bones. That grim display done, the mirrors explode into sweeping
jets of black gas, a rotting malaise that seeks to make the illusion into reality. Doom Mirror inflicts a certain amount of Shadow Elemental damage
to the target, striking automatically see the Advancement table for more details. This damage is reduced by M. ARM as normal. Doom Mirror
also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition Zombie (6) roll separately for each eligible combatant.
Table AIII-42: Lich's Advancement
LEVEL ATTACK DEATH CUTTER DOOM MIRROR* SPELLS
1 - 8 (8 x STR) + 2d10 (15 x MAG) + 4d10 (72 MP) --- ---
9 - 16 (10 x STR) + 3d10 (17 x MAG) + 4d10 (84 MP) --- Dark
17 - 24 (11 x STR) + 3d10 (18 x MAG) + 4d12 (90 MP) --- Zombie
25 - 32 (13 x STR) + 4d10 (20 x MAG) + 4d12 (99 MP) --- ---
33 - 40 (15 x STR) + 4d10 (22 x MAG) + 4d12 (108 MP) (28 x MAG) + 5d10 (115 MP) Scourge*
41 - 48 (17 x STR) + 5d10 (24 x MAG) + 4d12 (116 MP) (30 x MAG) + 5d10 (142 MP) Death*
49 - 56 (19 x STR) + 5d10 (26 x MAG) + 5d10 (127 MP) (33 x MAG) + 5d10 (164 MP) Null Element (Holy)*
57 - 64 (21 x STR) + 5d10 (28 x MAG) + 5d10 (130 MP) (36 x MAG) + 5d12 (183 MP) Weaken (Shadow)*
65+ (22 x STR) + 5d10 (30 x MAG) + 5d10 (157 MP) (39 x MAG) + 5d12 (203 MP) Scathe*
CALL
Descending Darkness 168 MP
Target: Group Type: Elemental (Shadow)
Wind whips at the tatters of his robes as Lich soars over the battlefield, laughing maniacally as the while. From his fingertips leaps lightning as
black as a moonless night, bolts of unadulterated evil that draw the life from anything unlucky enough to find itself in their path. Descending
Darkness inflicts (36 x MAG) + 5d12, M. ARM Shadow Elemental damage on all eligible combatants in the targeted Group, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 378
MADEEN
Cracks begin to form in the ground underneath the Summoner, growing wider and wider as beams of light pour through the newly-created
openings. In the midst of this devastation, fragments of earth start rising up, forming miniature floating islands that surround the Summoner in a
loose, gravity-defying archipelago. Finally, the last of the beams shoots forth, tearing the very sky in twain. From this fissure emerges a majestic
figure indeed: a golden-skinned lion-man of impeccable physique carried on the beats of dragon's wings, landing with seemingly effortless grace
atop the largest of the fragments to roar his arrival to all below.
Hit Point Modifier: x 2.5 Support Abilities: Holy Enhancer, Elemental Absorbance: Holy, Elemental Weakness: Shadow
Heaven's Reign VARIABLE COST
Target: Single Type: Elemental (Holy)
Madeen raises one clawed hand, drawing a handful of the debris called by his summoning to surround him. Tightening his hand into a fist, he
turns each particle into a miniature starburst of purest light, then sends the freshly-created swarm howling towards the target in an eye-searing
streak of destruction. Heaven's Reign inflicts a certain amount of Holy Elemental damage to the target, striking automatically see the
Advancement table for more details.
Terra Homing* VARIABLE COST
Target: Group Type: Elemental (Holy)
A web of light forms around Madeen, gradually expanding until it has encompassed the Summoner's foes in their entirety. At this point, the web
unravels into a spray of beams, bombarding the targets with bolt after bolt of divine power. Terra Homing inflicts a certain amount of Holy
Elemental damage to all eligible combatants in the targeted Group, striking automatically see the Advancement table for more details. This
damage is reduced by M. ARM as normal.
Table AIII-43: Madeen's Advancement
LEVEL ATTACK HEAVEN'S REIGN TERRA HOMING* SPELLS
1 - 8 (8 x STR) + 2d10 (15 x MAG) + 4d10 (39 MP) --- ---
9 - 16 (10 x STR) + 3d10 (17 x MAG) + 4d10 (51 MP) --- Fade
17 - 24 (11 x STR) + 3d10 (18 x MAG) + 4d12 (57 MP) --- Protect
25 - 32 (13 x STR) + 4d10 (20 x MAG) + 4d12 (66 MP) --- Shell
33 - 40 (15 x STR) + 4d10 (22 x MAG) + 4d12 (75 MP) (28 x MAG) + 5d10 (105 MP) Banish*, Life*
41 - 48 (17 x STR) + 5d10 (24 x MAG) + 4d12 (83 MP) (30 x MAG) + 5d10 (132 MP) Protectga*, Shellga*
49 - 56 (19 x STR) + 5d10 (26 x MAG) + 5d10 (94 MP) (33 x MAG) + 5d10 (154 MP) Null Element (Shadow)*
57 - 64 (21 x STR) + 5d10 (28 x MAG) + 5d10 (97 MP) (36 x MAG) + 5d12 (173 MP) Weaken (Holy)*
65+ (22 x STR) + 5d10 (30 x MAG) + 5d10 (124 MP) (39 x MAG) + 5d12 (193 MP) Holy*
CALL
Shining Star 168 MP
Target: Group Type: Elemental (Holy)
A star glints in the distance but as the light draws closer, it quickly becomes obvious that this is no mere astronomical phenomenon, but an ever-
growing ball of holy power surrounding the rapidly approaching Madeen like a deadly nimbus. The air itself seems to burn as the lion-man simply
roars through the ranks of the enemy and the false star flares one last time, disappearing in a blast of pure light. Shining Star inflicts (36 x MAG)
+ 5d12, M. ARM Holy Elemental damage on all eligible combatants in the targeted Group, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 379
Odin
A black vortex opens in front of the Summoner, spewing thick streams of smoke from its yawning depths. As creeping vapors curl around the
Summoner's feet, metal suddenly flashes deep in the darkness; hoofsteps become audible, growing louder and louder as a great six-legged war
charger strides into view. On its back is a true giant of a warrior, covered from head to toe in ancient and ornate armor; his left hand clutches a
long-hafted spear, the right a sword easily as long as a man is tall. Only a golden-skinned face is left visible, handsome and cruel, framed by a
great horned helm of almost prehistoric provenance. Odin has arrived, and woe betide any creature that dares to stand in his path.
Hit Point Modifier: x 2.5 Support Abilities: Auto-Power Up, Auto-Regen
Shin-Zantetsuken VARIABLE COST
Target: Single Type: Arcane (Physical)
Status (Fatal)
Odin holds his blade at the ready, but those who know of this warrior's exploits know that they witness no ordinary weapon: this is the legendary
blade Zantetsuken, the Iron-Cutting Sword whose impossibly keen edge respects not even diamond. The curved metal glints wickedly as the
warrior summon spurs Sleipnir into a charge; the sword-stroke falls so quickly that the motion is almost invisible. Only when the enemy begins to
slide apart does it become obvious that they have been cleaved cleanly in twain. Shin-Zantetsuken has a CoS of (M. ACC - 50), M. Evasion of
instantly reducing the target to 0 Hit Points, regardless of current HP, ARM or M. ARM values, or the Damage Cap. Treat this as a Death-type
effect. Should the target survive, Shin-Zantetsuken does a certain amount of Physical damage to the target, striking automatically see the
Advancement table for more details. This damage is reduced by ARM as normal.
Obliteration* VARIABLE COST
Target: Group Type: Arcane (Physical)
Status (Fatal)
Thunder peals and rolls as Odin sizes up the ranks of the enemy; beneath him, Sleipnir kicks the earth impatiently, waiting only for his master's
command. Finally, the warrior summon makes his move, riding at the enemy in full charge with Zantetsuken leveled dangerously low to the ground.
The very air itself is split by the blade's passing, creating a rising vapor trail that grows in intensity as Odin cleaves through one foe after another
like a dark comet of vengeance. Obliteration has a CoS of (M. ACC - 50), M. Evasion of instantly reducing all eligible combatants in the targeted
Group to 0 Hit Points, regardless of their current HP, ARM, or M. ARM values; roll separately for each eligible combatant. Treat this as a Death-
type effect. Should the target survive, Obliteration does a certain amount of Physical damage to all eligible combatants in the targeted Group,
striking automatically see the Advancement table for more details. This damage is reduced by ARM as normal.
Table AIII-44: Odin's Advancement
LEVEL ATTACK SHIN-ZANTETSUKEN OBLITERATION* SPELLS
1 - 8 (9 x STR) + 2d12 (15 x STR) + 4d10 (72 MP) --- ---
9 - 16 (11 x STR) + 3d12 (17 x STR) + 4d10 (84 MP) --- Faith, Slow
17 - 24 (13 x STR) + 3d12 (18 x STR) + 4d12 (90 MP) --- Might, Fear
25 - 32 (15 x STR) + 4d12 (20 x STR) + 4d12 (99 MP) --- Despair, Dispel
33 - 40 (17 x STR) + 4d12 (22 x STR) + 4d12 (108 MP) (28 x STR) + 5d10 (135 MP) Haste*, Slowga*
41 - 48 (19 x STR) + 5d12 (24 x STR) + 4d12 (116 MP) (30 x STR) + 5d10 (162 MP) ---
49 - 56 (21 x STR) + 5d12 (26 x STR) + 5d10 (127 MP) (33 x STR) + 5d10 (184 MP) Hastega*, Stop*
57 - 64 (23 x STR) + 5d12 (28 x STR) + 5d10 (130 MP) (36 x STR) + 5d12 (203 MP) ---
65+ (25 x STR) + 5d12 (30 x STR) + 5d10 (154 MP) (39 x STR) + 5d12 (223 MP) ---
FINAL FANTASY THE ROLEPLAYING GAME 380
CALL
By default, Odin will use Zantetsuken when brought into battle by an Caller. However, if summoned against a Boss, End Boss, or creature with
Death or Fatal Immunity, Odin will use Gungnir instead. The cost is the same regardless of which effect is used.
Zantetsuken 176 MP
Target: Group Type: Status (Fatal)
Odin draws his blade and makes three economical cuts through the thick of the enemy, bloodlessly parting limbs from bodies, heads from
shoulders in a raw display of physical might. Zantetsuken has a CoS of (M. ACC - 50), M. Evasion of instantly reducing all eligible combatants in
the targeted Group to 0 Hit Points, regardless of their current HP, ARM or M. ARM values, or the Damage Cap; roll separately for each eligible
combatant. Treat this as a Death-type effect.
Gungnir 176 MP
Target: Single Type: Arcane (Physical)
Odin draws the mighty lance Gungnir, the great crystal-tipped spear whose fearsome reputation is almost equal to Zantetsuken's own. With one
swift motion, he lifts and hurls the lance into the skies; seconds later, it comes whistling down again, neatly skewering the target on the spot.
Gungnir inflicts (33 x MAG) + 5d10, ARM Physical damage on the target, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 381
Bahamut
A sonic boom shakes the battlefield as Bahamut descends from the heavens with the speed of a falling meteor, wings unfurling to brake his fall
mere inches from the ground. Every inch of the Wyrmking exudes physical power; his dark scales shine like diamond, his talons glint with points
sharp enough to put the finest swords to shame. But it is the cold, ruthless intelligence that sparkles in his eyes that gives the Summoner's foes
most pause for thought; as Bahamut lands and beholds the battle unfurling before him, he does so with the contempt a man might muster
surveying a swarm of ants poised on the cusp of biting.
Hit Point Modifier: x 2.5 Support Abilities: Auto-Magic Up, Auto-Protect, Auto-Shell
Impulse VARIABLE COST
Target: Group Type: Arcane (Magical)
Bahamut raises his scaled hands, gathering magical energy from deep within until his talons burn and ripple with the surge of power. With a
mighty roar, he brings his hands together in a momentous thunderclap, unleashing a wave of explosive energy to shatter the Summoner's foes.
Impulse inflicts a certain amount of Magical damage to all eligible combatants in the targeted Group, striking automatically see the Advancement
table for more details. This damage is reduced by M. ARM as normal.
Gigaflare* VARIABLE COST
Target: Group Type: Arcane (Magical)
Calling on the innermost reserves of his power, Bahamut opens his jaws and begins to gather raw magical energy, creating a rapidly-swelling ball
that expands to man-sized proportions in a matter of seconds. A deafening roar rocks the battlefield as the accumulated power is finally released,
engulfing the immediate area in a devastating arcane shockwave that sends greater foes flying and sears away lesser opponents on the spot.
Gigaflare inflicts a certain amount of Magical damage to all eligible combatants in the targeted Group, striking automatically see the
Advancement table for more details. This damage is reduced by M. ARM as normal, but ignores the Damage Cap, and may inflict more than 999
damage.
Table AIII-45: Bahamut's Advancement
LEVEL ATTACK IMPULSE GIGAFLARE* SPELLS
1 - 8 (9 x STR) + 2d12 (17 x MAG) + 4d10 (59 MP) --- Blizzard, Fire, Scan, Thunder
9 - 16 (11 x STR) + 3d12 (18 x MAG) + 4d12 (65 MP) --- Aero, Poison, Water
17 - 24 (13 x STR) + 3d12 (20 x MAG) + 4d12 (74 MP) --- Blizzara, Fira, Thundara
25 - 32 (15 x STR) + 4d12 (22 x MAG) + 4d12 (83 MP) --- Aera, Bio, Watera
33 - 40 (17 x STR) + 4d12 (24 x MAG) + 4d12 (91 MP) (30 x MAG) + 5d10 (152 MP) Blizzaga*, Firaga*, Thundaga*
41 - 48 (19 x STR) + 5d12 (26 x MAG) + 5d10 (102 MP) (33 x MAG) + 5d10 (174 MP) Aeraga*, Quake*, Waterga*
49 - 56 (21 x STR) + 5d12 (28 x MAG) + 5d10 (105 MP) (36 x MAG) + 5d12 (193 MP) Flare*, Freeze*, Nuke*, Venom*
57 - 64 (23 x STR) + 5d12 (30 x MAG) + 5d10 (132 MP) (39 x MAG) + 5d12 (213 MP) Absorb*, Weaken*
65+ (25 x STR) + 5d12 (33 x MAG) + 5d10 (154 MP) (42 x MAG) + 5d12 (245 MP) Break*, Meltdown*, Whirlwind*
CALL
Megaflare 225 MP
Target: Group Type: Arcane (Magical)
Thunder crackles across the battlefield, marking the Wyrmking's descent from the skies. Soaring above the general melee, Bahamut opens his
maw, showering the enemy with a rapid barrage of glowing energy before charging a far mightier projectile the legendary Megaflare, a solid
beam of destruction that all but blots out the party's foes as it sears them to the core. Megaflare inflicts (39 x MAG) + 5d12 Magical damage on
eligible combatants in the targeted Group, striking automatically. This damage ignores the Damage Cap, and may inflict more than 999 damage.
FINAL FANTASY THE ROLEPLAYING GAME 382
Crusader
Throughout history, great warriors have been the foundation of countless legends, inspiring generations with their courage and fighting spirit.
None, however, are as storied as the Crusaders. Undisputed paragons of the fighting arts, so great was the prowess and purity of these thirteen
warriors that not even mortality could stand in their way; having shed their bodies, the Crusaders became beings of pure power, roaming the
universe in search of causes just and true. Their names may have long been lost to history, but such is their reputation that friend and foe alike
cannot help but suppress a shiver when these armored titans shimmer into existence around the Summoner, ready to once again put time-honed
skills to the test.
Hit Point Modifier: x 2.5 Support Abilities: Auto-Power Up, Auto-Protect, Auto-Shell
Cleansing VARIABLE COST
Target: Group Type: Arcane (Physical)
The Crusaders move to encircle their foes, weapons at the ready. Each towering warrior all but glows with energy as he begins to channel his
mighty chi into his arms, linking with his fellows to form an ever-growing vortex of boiling red destruction that sweeps over the enemy ranks like a
vengeful wildfire. Cleansing inflicts a certain amount of Physical damage to all eligible combatants in the targeted Group, striking automatically
see the Advancement table for more details. This damage is reduced by ARM as normal.
Ultimate end* VARIABLE COST
Target: Group Type: Arcane (Physical)
Acting as one, the Crusaders leap into the fray, bringing their strength to bear on the Summoner's foes. Each warrior strikes but once, but once is
enough; every stroke is infused with the power to fell a cohort. Ultimate End strikes all eligible combatants in the targeted Group three times,
doing a certain amount of Physical damage each time and ignoring the enemies Armor see the Advancement table for more details.
Table AIII-46: Crusader's Advancement
LEVEL ATTACK CLEANSING ULTIMATE END* SPELLS
1 - 8 (9 x STR) + 2d12 (17 x STR) + 4d10 (59 MP) --- ---
9 - 16 (11 x STR) + 3d12 (18 x STR) + 4d12 (65 MP) --- Yawn
17 - 24 (13 x STR) + 3d12 (20 x STR) + 4d12 (74 MP) --- ---
25 - 32 (15 x STR) + 4d12 (22 x STR) + 4d12 (83 MP) --- Fear
33 - 40 (17 x STR) + 4d12 (24 x STR) + 4d12 (91 MP) (10 x STR) + 3d10 (153 MP) Despair
41 - 48 (19 x STR) + 5d12 (26 x STR) + 5d10 (102 MP) (11 x STR) + 3d10 (175 MP) ---
49 - 56 (21 x STR) + 5d12 (28 x STR) + 5d10 (105 MP) (12 x STR) + 3d10 (194 MP) ---
57 - 64 (23 x STR) + 5d12 (30 x STR) + 5d10 (132 MP) (13 x STR) + 4d10 (214 MP) Age*
65+ (25 x STR) + 5d12 (33 x STR) + 5d10 (154 MP) (14 x STR) + 4d10 (245 MP) Meltdown*
CALL
Purifier 225 MP
Target: Group Type: Arcane (Physical)
Reality itself seems to warp and break as an armored warrior in battle-pitted mail materializes in the midst of the battle holding a ponderous
greatsword aloft over his head. Crusader barely even considers the carnage surrounding him; he remains frozen, still as a statue whilst his sword
begins to glow ever and ever brighter. Finally, the harsh glare becomes too much for even the toughest combatant to bear; at that exact moment,
Crusader strikes, sweeping his blade through the ranks of the Caller's enemies before vanishing in the resulting cataclysm of light and heat.
Purifier inflicts (39 x MAG) + 5d12 Physical damage on eligible combatants in the targeted Group, striking automatically. This damage ignores the
Damage Cap, and may inflict more than 999 damage.
FINAL FANTASY THE ROLEPLAYING GAME 383
The Magus Sisters
A field of flowers springs up around the summoner's feet, with three of the flowers growing to immense size. The flowers open, and an insect flies
out of each one, quickly growing to human size. Sandy, Cindy, and Mindy, the Magus Sisters, stand before the summoner, chatting and bickering
good-naturedly while waiting for their commands.
SPECIAL RULES
Unlike other Summons, the Magus Sisters fight as three independent combatants, always acting in the following order: Sandy, Cindy, Mindy. The
Sisters are often too busy conversing among themselves to pay full attention to the Summoner, and therefore can only be given a few general
commands, which they take as suggestions. These commands are:
Do As You Will.
The Sisters are free to fight as they choose. They will undertake the following Actions:
SANDY
If Cindy does not have the Reflect Status, Sandy will cast Reflect on her. If she does or Sandy is unable to cast Reflect, roll a d10 to determine
which Action Sandy takes:
Roll Action
1 - 8 Razzia
9 - 10 Sandy does nothing.
CINDY
If any allies are currently Unconscious, she will cast Arise on them. If Arise is not an option, she will cast Raise. If there are no Unconscious allies
or casting either Spell is not an option, roll a d10 to determine which Action Cindy takes:
Roll Action
1 - 3 Reraise
4 - 6 Flare
7 - 9 Attack Action
10 Cindy does nothing.
MINDY
If Cindy has the Reflect Status, Mindy will cast a Spell on Cindy that reflects towards the enemies. Roll a d10 to see which Spell is cast; if Flare or
Death are not an option, add 5 to this roll.
Roll Action
1 - 3 Flare
4 - 5 Death
6 Aeraga
7 Blizzaga
8 Firaga
9 Thundaga
10 Bio
If Cindy does not have Reflect allies or casting Spells is not an option, roll a d10 to determine the Action Mindy takes:
Roll Action
1 - 6 Passado
7 - 9 Attack Action
10 Mindy does nothing.
FINAL FANTASY THE ROLEPLAYING GAME 384
One More Time!
The Sisters will repeat their previous Actions... most of the time. Roll a d10 for each Sister to see what happens:
Roll Action
1 - 6 Repeats last Action made.
7 - 9 Summon Ability (Razzia, Camisade, or Passado)
10 Does nothing.
Fight!
The Sisters make physical attacks or use their Summon Abilities. Roll a d10 for each Sister to see what happens:
Roll Action
1 - 4 Attack Action
5 - 8 Summon Ability (Razzia, Camisade, or Passado)
9 - 10 Does nothing.
Help Each Other!
The Sisters use whatever Recovery or Support Spells are currently appropriate. They will undertake the following Actions:
SANDY
Sandy will cast a Spell on all allies, or one randomly determined ally if the Spell is Target: Single. Roll a d10 to determine which Spell is cast.
Roll Action
1 - 2 Wall
3 - 4 Shellga
5 - 6 Protectga
7 - 8 Hastega
9 - 10 Renew
If any Spells are unavailable, use a weaker version instead Shell instead of Shellga, Protect instead of Protectga, Haste instead of Hastega,
Curaga instead of Renew.
CINDY
If any allies are currently Unconscious, she will cast Arise on them. If Arise is not an option, she will cast Raise. If there are no Unconscious allies,
but any of the Sisters are at less than maximum Hit Points, she will cast Renew on them. If Renew is not an option, she will cast Curaga or a
weaker alternative. If all Sisters are at maximum Hit Points, she will cast Reraise on one Sister at random. If all Sisters are under the effects of
Reraise, she will use Camisade on a randomly determined opponent.
MINDY
If Mindy's HP is below its maximum value, she will cast Syphon on a randomly determined opponent. If Syphon is not an option, she will cast Drain
instead. If HP is at maximum but her MP is below its maximum value, she will cast Osmose on a randomly determined opponent. If both MP and
HP are at maximum, roll a d10 to determine the Action Mindy takes:
Roll Action
1 - 6 Passado
7 - 9 Attack Action
10 Mindy does nothing.
Go, Go!
The Sisters will use offensive magic or their Summon Abilities.
SANDY
Roll a d10 to determine the Action Sandy takes:
Roll Action
1 - 4 Attack Action
5 - 8 Razzia
9 - 10 Sandy does nothing.
FINAL FANTASY THE ROLEPLAYING GAME 385
CINDY
If her Hit Points are not at maximum, she will cast Drain on a randomly determined opponent. If her Hit Points are at maximum, but her Magic
Points are not, she will cast Osmose on a randomly determined opponent. If both are at maximum, roll a d10 to determine the Action Cindy takes:
.
Roll Action
1 Ultima
2 - 4 Meltdown
5 - 7 Flare
8 - 9 Camisade
10 Cindy does nothing.
MINDY
Mindy will cast a Spell, targeting a randomly determined opponent or the enemy Group. Roll a d10 to determine which Spell is cast:
Roll Action
1 - 2 Meltdown
3 - 4 Flare
5 - 6 Death
7 - 8 Quake
9 - 10 Waterga/Watera/Water (depending on available MP)
Combine Your Powers!*
This command is only an option if the Sisters were brought into battle with Grand Summon, and allows them to use their Grand Summon Ability,
Delta Attack. Roll a d10 to determine what happens.
Roll Action
1 - 9 Delta Attack
10 The Sisters do nothing.
SANDY
A tall, curvaceous woman in red and green armor, Sandy resembles a mantis. Antennae and large red compound eyes lie atop her head, and long
wings rest at her back. Her face is somewhat aloof, that of a woman who might rather be elsewhere.
Hit Point Modifier: x 2 Support Abilities: Auto-Magic Up, Auto-Spirit Up
Razzia Variable cost
Target: Single Type: Arcane (Physical)
A pair of jagged blades extend from beneath Sandys forearms, sheathed in flames. She charges toward the target, cutting deep with two searing
strikes. Razzia inflicts a certain amount of Physical damage to the targeted combatant, striking automatically see the Advancement table for
more details. This damage is reduced by M. ARM as normal.
Table AIII-47: Sandy's Advancement
LEVEL ATTACK RAZZIA DELTA ATTACK* SPELLS
1 - 8 (8 x STR) + 2d10 (17 x MAG) + 4d10 (51 MP) --- Cure
9 - 16 (10 x STR) + 3d10 (18 x MAG) + 4d12 (57 MP) --- ---
17 - 24 (11 x STR) + 3d10 (20 x MAG) + 4d12 (66 MP) --- Cura, Protect
25 - 32 (13 x STR) + 4d10 (22 x MAG) + 4d12 (75 MP) --- Haste, Shell
33 - 40 (15 x STR) + 4d10 (24 x MAG) + 4d12 (83 MP) (33 x MAG) + 5d10 (174 MP) Protectga*, Curaga*
41 - 48 (17 x STR) + 5d10 (26 x MAG) + 5d10 (94 MP) (36 x MAG) + 5d12 (193 MP) Hastega*, Shellga*
49 - 56 (19 x STR) + 5d10 (28 x MAG) + 5d10 (97 MP) (39 x MAG) + 5d12 (213 MP) Reflect*, Wall*
57 - 64 (21 x STR) + 5d10 (30 x MAG) + 5d10 (124 MP) (42 x MAG) + 5d12 (244 MP) Renew*
65+ (22 x STR) + 5d10 (33 x MAG) + 5d10 (146 MP) (45 x MAG) + 5d12 (275 MP) ---
FINAL FANTASY THE ROLEPLAYING GAME 386
CINDY
A rotund figure in armor, Cindy resembles a ladybug. Layers of armor plating cover her body and limbs, while a red shell with black spots is set on
her back. As with her sisters, she has compound eyes and antennae atop her head. Her plump face is smugly amused, as if she were trying not to
laugh at some secret joke.
Hit Point Modifier: x 2.5 Support Abilities: Auto-Magic Up, Auto-Spirit Up
Camisade Variable cost
Target: Single Type: Arcane (Physical)
Cindy flops into a sitting position as if to rest, but doesnt stay there long. The ground begins to rumble, and a geyser erupts beneath her, sending
her flying high into the air. She lands heavily on the target, squashing them flat with her bulk for modest damage. Camisade inflicts a certain
amount of Physical damage to the targeted combatant, striking automatically see the Advancement table for more details. This damage is
reduced by M. ARM as normal.
Table AIII-48: Cindy's Advancement
LEVEL ATTACK CAMISADE DELTA ATTACK* SPELLS
1 - 8 (9 x STR) + 2d12 (17 x MAG) + 4d10 (51 MP) --- Cure
9 - 16 (11 x STR) + 3d12 (18 x MAG) + 4d12 (57 MP) --- ---
17 - 24 (13 x STR) + 3d12 (20 x MAG) + 4d12 (66 MP) --- Cura
25 - 32 (15 x STR) + 4d12 (22 x MAG) + 4d12 (75 MP) --- Drain, Raise, Osmose
33 - 40 (17 x STR) + 4d12 (24 x MAG) + 4d12 (83 MP) (33 x MAG) + 5d10 (174 MP) Curaga*, Reraise*
41 - 48 (19 x STR) + 5d12 (26 x MAG) + 5d10 (94 MP) (36 x MAG) + 5d12 (193 MP) Flare*
49 - 56 (21 x STR) + 5d12 (28 x MAG) + 5d10 (97 MP) (39 x MAG) + 5d12 (213 MP) Renew*, Arise*
57 - 64 (23 x STR) + 5d12 (30 x MAG) + 5d10 (124 MP) (42 x MAG) + 5d12 (244 MP) Meltdown*
65+ (25 x STR) + 5d12 (33 x MAG) + 5d10 (146 MP) (45 x MAG) + 5d12 (275 MP) Ultima*
MINDY
A slim figure, Mindy looks like a child dressed as a hornet. She wears a red and gold leotard, with a large abdomen hanging from the rear. An
oversized helmet bears blue compound eyes and dangling antennae, along with a pair of striped pigtails. Almost never on the ground, she hovers
a few feet in the air by way of four wings. Her face bears a pout, like a petulant child who is stuck where she doesnt want to be.
Hit Point Modifier: x 1.5 Support Abilities: Auto-Magic Up, Auto-Spirit Up
Passado Variable cost
Target: Single Type: Arcane (Physical)
Turning to face away from the target, Cindy leans over and points her stinger at them. Four barbs shoot out, one after the other, to impale the
target. Passado hits the targeted combatant four times, with each strike inflicting a certain amount of Physical damage see the Advancement
table for more details.
Table AIII-49: Mindy's Advancement
LEVEL ATTACK PASSADO DELTA ATTACK* SPELLS
1 - 8 (6 x STR) + 2d8 (1 x MAG) + d10 (19 MP) --- Aero, Blizzard, Fire, Thunder
9 - 16 (8 x STR) + 3d8 (2 x MAG) + d10 (27 MP) --- Poison, Water
17 - 24 (10 x STR) + 3d8 (3 x MAG) + d10 (40 MP) --- Aera, Blizzara, Fira, Thundara
25 - 32 (11 x STR) + 4d8 (4 x MAG) + d10 (57 MP) --- Bio, Drain, Osmose, Watera
33 - 40 (13 x STR) + 4d8 (5 x MAG) + 2d10 (78 MP) (33 x MAG) + 5d10 (174 MP) Aeraga*, Blizzaga*, Firaga*, Thundaga*
41 - 48 (14 x STR) + 5d8 (6 x MAG) + 2d10 (95 MP) (36 x MAG) + 5d12 (193 MP) Death*, Flare*, Quake*, Waterga*
49 - 56 (16 x STR) + 5d8 (7 x MAG) + 2d10 (109 MP) (39 x MAG) + 5d12 (213 MP) Syphon*
57 - 64 (18 x STR) + 5d8 (8 x MAG) + 2d10 (153 MP) (42 x MAG) + 5d12 (244 MP) Meltdown*
65+ (19 x STR) + 6d8 (9 x MAG) + 3d10 (177 MP) (45 x MAG) + 5d12 (275 MP) ---
FINAL FANTASY THE ROLEPLAYING GAME 387
GRAND SUMMON EFFECT
Delta Attack* Variable cost
Target: Group Type: Arcane (Magical)
The three sisters move to surround the enemy in a triangle formation and begin an incantation. Glowing lines form between them along the
ground, then raise upward to form a massive tetrahedron around the enemy group. The field glows brighter and brighter before finally imploding.
Delta Attack inflicts a certain amount of Magical damage to all combatants in the targeted Group, striking automatically see the Advancement
table for more details. Damage dealt by Delta Attack is reduced by M. ARM as normal, but ignores the Damage Cap, and may inflict more than 999
damage.
CALL
Sibling justice 250 MP
Target: Group Type: Arcane (Magical)
Three lights appear on the horizon - one red, one blue, and one yellow. As they grow brighter and closer, they begin to resolve into three women
garbed in strange insectoid costumes. The three women circle the targets before attacking - the tall one in red assaulting with spells, the large
one in blue-grey steel stomping and smashing and the small one in yellow launching stingers at the targets. The Sisters complete their assault with
a burst of magical force and when the dust settles no foe has been left unscathed. Sibling Justice inflicts (42 x MAG) + 5d12, M. ARM Magical
damage to all eligible combatants in the targeted Group, striking automatically. Damage dealt by Sibling Justice ignores the Damage Cap, and may
inflict more than 999 damage.
FINAL FANTASY THE ROLEPLAYING GAME 388
Yojimbo
Luminous blue cherry blossoms fall from the sky; the heavens turn to night and a full moon appears overhead. A deep, guttural bark issues from
the distance as a strange hound comes bounding toward the Summoner, blood-red fur broken up by where the dog's flesh has hardened into
bronze-colored spirals. Behind him walks a tall swordsman dressed in ornate robes, masked face further concealed underneath a wide-brimmed
hat. Yojimbo, mercenary Summon, strides with purpose, one hand resting on the scabbard of his katana as he coolly approaches the Summoner
and awaits his first payment and another opportunity to display his mastery of the blade.
Hit Point Modifier: x 2.5 Support Abilities: Auto-Protect, Auto-Regen, Auto-Shell
SPECIAL RULES
Unlike other Summons, Yojimbo is a hired sword first and foremost. In order to call upon Yojimbo's Abilities, the Summoner must offer a sum of Gil
to contract his services. A Summoner must pay at least (25 x Level) Gil every time he wishes Yojimbo to use an Ability, although Yojimbo will
perform better services for more generous benefactors, as shown in the following chart:
Payment Ability Used
Minimum - 3,999 Gil Daigoro
4,000 - 5,999 Gil Kozuka
6,000 - 9,999 Gil Wakizashi
10,000+ Gil Zanmato
DAIGORO
Target: Single Type: Arcane (Physical)
Unimpressed by the sum, Yojimbo dispatches his dog to do the job instead. At his master's command, Daigoro leaps into the fray, savaging the
first opponent he finds with claws and fangs before slinking back to his master. Daigoro inflicts a certain amount of Physical damage to one
randomly determined combatant in the targeted Group, striking automatically see the Advancement table for more details. This damage is
reduced by ARM as normal.
KOZUKA
Target: Group Type: Arcane (Physical)
Yojimbo is satisfied with the payment offered and accepts the job. He surveys the battlefield for a brief moment, then draws a set of expertly
crafted kunai from the depths of his robe, sending them whirling at the enemy with a single flick of the wrist. Kozuka inflicts a certain amount of
Physical damage to three randomly determined combatants in the targeted Group, striking automatically see the Advancement table for more
details. This damage is not reduced by ARM.
WAKIZASHI
Target: Group Type: Arcane (Physical)
Yojimbo is pleased by the payment and agrees to the task. In one fluid motion he draws his katana and strikes a blow so powerful it rents the air
itself in two, creating a shockwave that crashes into the enemy with devastating force. Wakizashi inflicts a certain amount of Physical damage to all
eligible combatants in the targeted Group, striking automatically see the Advancement table for more details. This damage is reduced by ARM as
normal, but ignores the Damage Cap, and may inflict more than 999 damage.
ZANmATO*
Target: Group Type: Status (Fatal)
Yojimbo is silently elated with the sum offered, and decides to perform his most impressive technique. Extending a finger, he releases a small
portion of his own life force to summon a blade of pure darkness from the depths of the earth. Vengeful spirits howl as Yojimbo pulls the blade
from its hilt and charges the enemy line, cherry petals flying in his wake. The blade flashes white, and for one moment the enemies are absolutely
still then they slowly fall apart, cut in two so cleanly that they die without a sound. Zanmato will automatically reduce all eligible combatants in
the targeted Group to 0 HP, regardless of their current Hit Points, ARM, or M. ARM ratings treat this as a Death-type effect. If any combatant in
the targeted Group has Status Immunity to Death or Fatal-Type effects, Yojimbo refuses to perform Zanmato, switching instead to Wakizashi. In
either event, the money given to Yojimbo is gone the Summoner will not receive a refund.
FINAL FANTASY THE ROLEPLAYING GAME 389
Table AIII-50: Yojimbo's Advancement
LEVEL DAIGORO KOZUKA WAKIZASHI ZANMATO*
1 - 8 (9 x STR) + 2d12 (7 x STR) + 2d10 (22 x STR) + 4d12 ---
9 - 16 (11 x STR) + 3d12 (8 x STR) + 2d10 (24 x STR) + 4d12 ---
17 - 24 (13 x STR) + 3d12 (9 x STR) + 3d10 (26 x STR) + 5d10 ---
25 - 32 (15 x STR) + 4d12 (10 x STR) + 3d10 (28 x STR) + 5d10 ---
33 - 40 (17 x STR) + 4d12 (11 x STR) + 3d10 (30 x STR) + 5d10 ---
41 - 48 (19 x STR) + 5d12 (12 x STR) + 3d10 (33 x STR) + 5d10 ---
49 - 56 (21 x STR) + 5d12 (13 x STR) + 4d10 (36 x STR) + 5d12 ---
57 - 64 (23 x STR) + 5d12 (14 x STR) + 4d10 (39 x STR) + 5d12 ---
65+ (25 x STR) + 5d12 (15 x STR) + 4d10 (42 x STR) + 5d12 ---
CALL
Like Summoners, Callers have to pay Gil to summon Yojimbo. The effects of the Call depend on the amount of money offered by the Caller:
Payment Ability Used
Minimum - 2,999 Gil Daigoro
3,000 - 4,999 Gil Wakizashi
5,000+ Gil Kozuka
The smallest payment an Caller can give Yojimbo is (Level x 10) Gil.
DAIGORO
Target: Single Type: Arcane (Physical)
As a Call, Daigoro inflicts ((Gil Paid / 150) x MAG) + 4d12, ARM Physical damage to one randomly determined combatant in the targeted Group,
striking automatically.
WAKIZASHI
Target: Group Type: Arcane (Physical)
As a Call, Wakizashi inflicts ((Gil Paid / 150) x MAG) + 5d12, ARM Physical damage to all eligible combatants in the targeted Group, striking
automatically.
KOZUKA
Target: Group Type: Arcane (Physical)
As a Call, Kozuka inflicts ((Gil Paid / 250) x MAG) + 5d10, ARM Physical damage to three randomly determined combatants in the targeted Group,
striking automatically. For every 3,000 Gil paid above the minimum of 5,000, the attack will strike one additional randomly determined combatant.
FINAL FANTASY THE ROLEPLAYING GAME 390
AIV
____________
STORYTELLING

Your fate is in your hands.


Auron
FINAL FANTASY X
Previous chapters and appendices have looked at the mechanical
aspects of playing the FFRPG the hard numbers which set out the
capabilities of characters and their opponents in a concrete and
definite manner. This Appendix tackles the opposite end of the
spectrum, one where characters actions are not determined by
statistics, but by narrative convenience.
The material presented here may not be suited to every group,
and depends on the willingness of both GM and players to create a
mutually engaging experience; in groups with problematic players or
a generally confrontational playstyle, opening the narrative up to
player intervention can cause more trouble than its worth.
KEY POINTS
The FFRPG is ultimately a game of cooperative storytelling; between
the descriptions of the GM and the actions of the PC, a plot is
created and events unfold. However, the GM still directs the majority
of the action; the players powers in shaping the story tend to be
limited to the capabilities of their characters. Key Points offer a
means of leveling the playing field, giving players the ability to
dramatically edit a story in progress by introducing elements and
affecting the outcome of events.
Earning Key Points
Players earn Key Points through play; a certain number of them are
guaranteed, but the majority will depend on how willing a player is
to participate in and shape the games plot. Potential sources of Key
Points include:
Character Creation. Under ordinary circumstances, all newly-
generated characters begin the game with no Key Points, and must
earn these through play. The GM may, however, choose to award up
to 2 Points to new characters one for detailed, fleshed-out and
interesting character writeups which evidence particular care and
creativity; two for players who pull out all the stops by including
artwork, fiction and other supplementary material with their final
submission.
Traits. Traits described later in this section allow players to
define the quirks, allegiances, edges, and hallmarks of their
characters. Each character has a default package of Traits based
on their personality; playing the character in accordance with these
will earn a player 1 Key Point at the end of a session. Many Traits
allow players to earn additional Key Points in exchange for
permitting certain complications to enter their characters lives; for
instance, a character with the Trait Beauty can gain a dangerous
admirer in exchange for 4 Key Points. Gains like these can offer
many opportunities for good roleplaying and long-term plotlines, but
should be agreed on by both player and GM before entering play.
More details on how such situations are negotiated can be found
further on.
Goals. Most players will outline one or more goals for their
characters during creation. If a character is able to make headway
towards fulfilling their goal during the course of a session, they gain
a Key Point at the end.
Quest Rewards. In addition to the Gil, XP and equipment rewards
given for completing a quest or adventure, GMs may also award one
Key Point to all participating players.
Spending Key Points
Key Points are used to influence the course of events during a
game. This is accomplished by giving them a wide variety of
potential applications, including:
Traits. Most Traits allow players to spend Key Points in exchange
for beneficial effects. For instance, a player with the Trait A Face in
the Crowd can avoid detection in exchange for 1 Key Point. Unlike
the negative aspects of Traits, their benefits can be used whenever
the player desires, provided their use is appropriate at the time.
Performing feats of heroism. Breaking physical and mental limits
to accomplish tasks they would never be able to master under
normal circumstances is bread and butter for Final Fantasy heroes.
By spending 3 Key Points during a session, a player can allow one of
their characters to pass any one Attribute Check or Skill Test of their
choice with a Critical Success provided that success is applied to a
suitably dramatic outcome. The watch-word here is heroic effort
heroic means disarming a city-leveling bomb at the four-second
mark, supporting an entire two-story house with nothing but muscle
power, or leaping a twenty-foot drop to catch a rope dangling from
the side of a getaway vehicle. Successfully haggling down the price
of a Longsword, on the other hand, lacks in the all-important drama
department.
Invoking divine intervention. There are times in a story when a
party is saved not by skill, but pure, blind luck. A pursuing car blows
a tire or suffers an engine malfunction, letting the heroes make their
getaway in the nick of time. A steep, featureless cliff suddenly sports
a branch large enough for a falling character to snag, allowing them
to escape certain death. Collapsing masonry reveals an ancient
FINAL FANTASY THE ROLEPLAYING GAME 391
teleporter seconds before the entire structure collapses. By
spending a total of 5 Key Points as a group, the players can end a
Scene with an outcome of their choosing. This, however, this has two
important restrictions. Firstly, the characters must be in actual and
immediate life-threatening danger in order to invoke this option;
secondly, it can only help characters escape the current
circumstances. Dragging out divine intervention to give the Dark
Lord a heart attack in the midst of a climatic confrontation is
straight out of the question.
Obtaining clues. Should the PCs find themselves stranded in the
middle of a session with no idea what to do, spending 1 Key Point as
a group allows them to explicitly request a clue or pointer telling
them where to proceed next. The easiest way for a GM to do so is to
have a nondescript townsperson wander up to disperse terse-but-
useful one-liners as Don Tonberry dislikes smoke! or You need a
raft to cross the River Lethe. This service completed, the clue-giver
returns from whence they came.
Cheating death. Death is a fact of life in the worlds of Final
Fantasy after all, no saga is truly complete without at least one
tragic demise or inspiring sacrifice. However, the death of a leading
character in a storyline can have major repercussions on the story
as a whole, particularly for the unfortunate player now left
scrambling for a replacement. By spending 12 Key Points, a player
can restore their dead character to life or escape a situation which
would otherwise kill the character outright. This resurrection will
never be an immediate one; if engaged in a battle, the character will
not revive until after the battle is over and won. If caught in a
certain-death situation, their survival will not be apparent until some
time has passed and the rest of the party has already given them
up for dead.
How the character manages to escape the Reaper is left to the
player to explain. Its important to note, however, that cheating
death doesnt mean the would-be victim gets away scot-free. Broken
bones and lingering wounds may leave the character bed-ridden or
temporarily incapacitated the narrow miss can even translate to
permanent physical injuries and Disadvantages like Blind or Crippled
Arm.
Making a comeback. Fewer actions are more dramatic than
returning from the brink of death to turn surefire rout into victory.
By expending 7 Key Points, a player may restore their characters
HP and MP to their maximum values and remove all Status
Conditions, negative or otherwise. This is only an option if the
character in question currently has 1 or more Hit Points remaining.
Regardless of how many Key Points the character possesses, this
option may not be used more than once in any given battle.
Buying off Disadvantages. Key Points can be used by players to
circumvent Disadvantages possessed by their characters on a case-
by-case basis. By paying a Key Point, a player can ignore one of
their characters Disadvantages for the duration of one Battle or
Scene.
TRAITS
Few characters are identical. Though two Human Knights may share
identical races and Jobs, one could be a noble and loyal servant of
his liege; the other, a disgraced ex-soldier making his way as a cut-
throat mercenary. In the FFRPG, many of these differences are
defined through the use of Dramatic Traits, or Traits for short.
Traits embody certain qualities of a character that cant be
represented through Skills, Attributes, or Abilities; ones which affect
a characters social interactions and adventuring life in both positive
and negative ways. Though most are clear-cut good or bad, some
can work in both directions. A character with Beauty can easily turn
heads but also attract the unwelcome attentions of a lecherous
local monarch. A member with Status in the prestigious White Crow
Knights might command considerable respect in his native kingdom
but be a prominent target in others. The list goes on.
Though a player may take any number of Traits to round their
characters off, it is best to limit them to five or six traits per
character. In addition, the GM should feel at liberty to veto any Trait
inconsistent with the characters background and concept.
Basic Traits
The use of Traits allows FFRPG characters to develop complex,
challenging quirks and hooks to further flesh out the partys
adventures. However, as with all things, its best to start small for
this reason, the first Trait every character takes is the one defining
their basic personality. This is called their Trait Package, and bundles
together ten one-word attributes such as Naive, Argumentative,
Valorous, or Inquisitive that describe the characters general
attitudes and responses. These ten ideally, five positive and five
negative attributes are called the Key Traits, and can be generated
either by brainstorming or by defining them using the characters
birthdate and blood type as a shortcut.
ZODIAC TRAITS
Many cultures believe the stars a character is born under
determines their personality and destiny. Decide the day and
month the character was born, then consult the list below to find
what star sign the character falls under, noting down one or more of
the Key Traits given for that signs profile to add to your characters
Trait Package.
[] Capricorn (dec 22 Jan 19)
Key Traits: Ambitious, conservative, hard-working, scrupulous,
overbearing, egotistical, fatalistic, sulky.
Representatives: Laguna Loire, Cyan Garamonde, Strago Magus,
Seifer Almasy
FINAL FANTASY THE ROLEPLAYING GAME 392
[] Aquarius (jan 20 feb 18)
Key Traits: Inventive, independent, logical, understanding, aloof,
unpredictable, eccentric.
Representatives: Aerith Gainsborough, Setzer Gabbiani
[)] Pisces (feB 19 mar 20)
Key Traits: Intuitive, compassionate, emotional, sacrificing,
pessimistic, overly chatty, emotionally constrained, impractical.
Representatives: Celes Chere, Rinoa Heartilly, Zell Dincht, Cid
Highwind, Ward Zabac
[] Aries (mar 21 apr 19)
Key Traits: Eager, courageous, independent, quick to anger,
impatient, impulsive, violent.
Representatives: Gau
[] Taurus (apr 20 may 20)
Key Traits: Stable, practical, thorough, short-tempered, bull-headed,
selfish, materialistic.
Representatives: Tifa Lockheart, Mog
[T] Gemini (may 21 jun 21)
Key Traits: Versatile, sociable, inquisitive, inventive, absent-minded,
conniving, fidgety, short attention span.
Representatives: Marach Galthena, Construct 8.
[C] Cancer (jun 22 jul 22)
Key Traits: Supportive, sensitive, emotional, selfish, moody,
manipulative.
Representatives: Kiros Seagull, Selphie Tilmitt
[] Leo (jul 23 aug 22)
Key Traits: Proud, romantic, charismatic, ambitious, self-assured,
idealistic, cruel, conceited, childish.
Representatives: Squall Leonhart, Cloud Strife, Edgar Roni Figaro,
Sabin Rene Figaro
[H] Virgo (aug 23 sep 22)
Key Traits: Practical, analytical, exacting, diligent, picky, cynical,
snobbish, self-centered.
Representatives: Goffard Gaffgarion, Relm Arrowny
[-] Libra (sep 23 oct 23)
Key Traits: Sociable, tactful, persuasive, peace-loving, fair, indecisive,
inconsistent, easily-deterred.
Representatives: Locke Cole, Quistis Trepe, Terra Branford
["] Scorpio (oct 24 nov 21)
Key Traits: Intense, motivated, resourceful, temperamental,
intolerant, domineering, distrustful, secretive.
Representatives: Yuffie Kisaragi
[] Sagittarius (nov 22 dec 21)
Key Traits: Freedom-loving, straightforward, open-minded,
philosophical, ethical, optimistic, enthusiastic, blunt, impatient, hot-
headed, self-indulgent.
Representatives: Barret Wallace, Irvine Kinneas
BLOOD TYPE TRAITS
A character's Blood Type may seem like a trivial detail, but in
Japanese popular culture, it is considered an important factor in
determining a persons personality and temperament. For this
reason, characters in games, television series, and comics will
invariably have Blood Type listed along with their other vital
statistics. Select one of the Blood Types below and note down one
or more of the Key Traits given for that Blood Types profile to add
to your characters Trait Package.
Type A
Key Traits: Conservative, reserved, patient, conformist, punctual,
introverted, obsessive, stubborn, self-conscious, uptight.
Representatives: Yuffie Kisaragi, Vincent Valentine, Quistis Trepe,
Irvine Kinneas, Ward Zabac
Type B
Key Traits: Creative, passionate, optimistic, flexible, forgetful,
irresponsible, individualistic.
Representatives: Tifa Lockheart, Cid Highwind, Zell Dincht, Selphie
Tilmitt, Laguna Loire
Type AB
Key Traits: Cool, controlled, rational, outgoing, popular, emphatic,
aloof, critical, unforgiving, indecisive.
Representatives: Cloud Strife, Squall Leonhart
Type O
Key Traits: Ambitious, robust, self-confident, vain, insensitive,
ruthless, arrogant.
Representatives: Aerith Gainsborough, Barret Wallace, Kiros Seagull,
Seifer Almasy
COMPLETING THE TRAIT PACKAGE
Take the combined set of attributes you have generated and if
needed add enough additional positive or negative traits to
ensure the character has five of each. This is your characters final
Trait Package.
Advanced Traits
Once the characters Trait Package has been put together, they can
be assigned additional Traits to further flesh out personality, quirks,
and plot hooks. These advanced Traits are a little more complex, as
most of them are bundles of possible effects and uses ownership of
that Trait opens up.
For claritys sake, these effects are divided into two categories:
FINAL FANTASY THE ROLEPLAYING GAME 393
Tied effects, whose use needs to be planned out in advance, and
Spontaneous effects that can be used at any time provided the
circumstances are appropriate. Tied effects are discussed in more
detail later in this appendix; for now, just note the effects themselves.
ORIGIN TRAITS
Origin Traits look at a characters origins and the potential impact
these have on a storyline.
Ancient History
Effect: The character has a deep, abiding connection to an ancient
civilization or vanished race. In many cases, such a heritage will not
be obvious until later in the game; only when the party discovers
fragments of said civilization will her knowledge and powers fully
manifest themselves. While such ties will be useful to the party, they
will also draw the attention of opponents scheming to use them for
their own ends.
-1 Point (Spontaneous): By spending 1 Point, the character can
activate a piece of ancient machinery, deduce the function of a
mysterious mechanism, or decipher an important piece of text
connected to her heritage.
-2 Points (Tied): By spending 2 Points, the character reveals or
acquires a small relic or physical feature which ties to her heritage
during the course of the session.
-1 Point (Tied): For 1 Point, a previously established relic or feature
helps the character or party overcome an obstacle encountered
during the course of the session.
+1 Point (Tied): For 1 Point, the characters heritage places her in
serious danger during the course of the session.
Family Ties
Effect: The character has a claim to greatness or notoriety through
ancestors, parents, children, siblings, or extended relatives whose
names and deeds are widely known.
-2 Point (Spontaneous): By spending 2 Points, the character can
cash in on the family name, turning a failed Etiquette, Negotiation,
or Leadership roll into a success against anybody who is familiar
with the characters family.
-2 Points (Tied): By spending 2 Points, the characters family
connections help the character or party overcome an obstacle
during the course of the session.
+4 Points (Tied): 4 Points are earned if events end up pitting the
character against their family, cutting them off from the familys
resources and goodwill. This effect cancels out this Trait.
Nobility
Effect: Noble blood runs through the characters veins, placing them
a few notches above the average adventurer. Characters with this
kind of background may not always have kingdoms and other
holdings to call their own; in some cases, they may be illegitimate
heirs or outcasts from their own domain.
-2 Point (Spontaneous): By spending 2 Points, the character can
leverage favors from a loyal subject; a shelter for the night,
transportation, items, or money.
-3 Points (Spontaneous): By spending 3 Points, a character with
Nobility can establish a previous history between himself and any
other monarch or member of a noble family upon first meeting them,
turning them into old acquaintances.
SOCIAL TRAITS
Social Traits look at a characters social aspects their loyalties to
groups as well as the way society as a whole treats them.
Allegiance
Effect: The character belongs to a group or organization that may
be capable of helping her out during the course of her travels a
mercenary group, a band of thieves, loyal vassals of a king or
kingdom.
-2 Points (Tied): By spending 2 Points, a member of a group the
character has membership with will appear during the course of the
session to offer advice, small services, or items.
-3 Points (Tied): By spending 3 Points, members of a group the
character has membership with will appear during the course of the
session, helping her or her party overcome a challenge.
+1 Points (Tied): For 1 Point, the character will be called on to
assist or perform services for their group during the course of the
session.
+5 Points (Tied): For 5 Points, the characters organization turns
against them, canceling out this Trait.
Ally
Effect: The character has an ally a partner, a mentor, a loyal
servant, or simply a good friend they can lean on in times of
trouble. Specify who the ally is and what their relationship is based
on when choosing this Trait.
-1 Point (Tied): By spending 1 Point, the characters ally surfaces
during the course of the session, and is willing to do a small favor or
offer basic items to help them out.
-2 Point (Tied): By spending 2 Points, the characters ally surfaces
during the course of the session, and is willing to do a significant
favor or offer an important item to help them out.
+4 Points (Tied): For 4 Points, the characters ally betrays him
and by extension, the rest of the party during the course of the
session, canceling out this Trait.
Contacts
Effect: The character has been knocking around long enough to pick
up friends, acquaintances and contacts almost everywhere in the
world; not always in the highest or most exalted of positions, but
almost always useful in the right sort of situation.
-1 Point (Spontaneous): By spending 1 Point, the character can
track down a contact in the current location. The GM should feel at
liberty to veto this if there is no feasible way for the character to
have a contact in that location. Note that knowing somebody doesnt
automatically guarantee any special breaks or favors; just because
the chief engineer of the Empires new Doom Sphere happens to be
your old drinking buddy doesnt mean hell hand over the security
card to the construction site without wrangling.
FINAL FANTASY THE ROLEPLAYING GAME 394
-2 Points (Spontaneous): By spending 2 Points, the character can
upgrade a previously-established contact in the current location to a
close acquaintance one whos either well-disposed enough to help
the party out or owes the character a few favors.
+1 Point (Spontaneous): 1 Point is earned if a previously
established contact is a traitor or otherwise dangerous to the
characters well-being.
Divided Loyalties
Effect: Not everyone is as they seem. Though superficially loyal to
the party, a character with this Trait is either a double agent or
unsure of where her true allegiance lies a fact the partys enemies
can exploit when push comes to shove. Determine which group or
cause the character has an additional allegiance to when taking
Divided Loyalties.
-2 Points (Spontaneous): By spending 2 Points, the character can
gain access to a useful piece of information or obtain a favor from
whichever group she is secretly serving.
+1 Point (Tied): 1 Point is earned every time a character with
Divided Loyalties passes on sensitive information about the partys
activities to the enemy or otherwise covertly endangers the party.
+6 Points (Tied): For 6 Points, the character openly betrays her
comrades during the course of the session, canceling out this Trait.
Fame
Effect: No matter where you go, it seems like everybody knows who
you are and what youve done. While the baying throngs awaiting
you at each and every town may be good for the ego, the well-
wishers arent the only ones taking an interest.
+1 Point (Tied): For 1 Point, the character encounters serious
problems as a result of being just a little too recognizable in public
during the course of the session.
-1 Point (Spontaneous): By spending 1 Point, the character can use
her celebrity to leverage a minor favor; directions, a piece of
information, a low-key item such as a Potion.
-3 Points (Spontaneous): By spending 3 Points, the character can
use her celebrity to leverage a significant favor; transportation, an
honor guard, mid-to-high level items, money.
Hunted
Effect: Somebody is after the character. Perhaps its a crime lord
looking to collect on a debt, or an evil sorcerer on the search for
suitable a sacrifice; regardless of the reasons, the character will
spend an inordinate amount of time dodging a seemingly endless
stream of thugs, henchmen, and troublemakers. Player and GM
should decide why the character is wanted in the first place, and
whether the terms specify dead or alive.
+1 Point (Tied): For 1 Point, a weaker party or opponent will come
after the character during the course of the session.
+2 Points (Tied): For 2 Points, a stronger party or opponent will
come after the character during the course of the session.
+3 Points (Tied): For 3 Points, events over the course of the
session leave the character wanted more than ever; from then on,
only stronger opponents and parties will come after him.
-5 Points (Tied): By spending 5 Points, the character can do
something during the course of the session to ensure they will never
be pursued again, canceling out this Trait.
Higher Calling
Effect: Hard as it may be to believe, saving the world from evil isnt
everybodys top priority. A character with Higher Calling has pledged
his loyalty first and foremost to a religion, organization, or other
cause like pacifism; specify which when choosing this Trait.
+1 Point (Spontaneous): 1 Point is earned every time the
characters cause forces her to act in a manner that goes against
the rest of the partys will for instance, barring the characters
from entering sacred ground, refusing to fight in a life-threatening
situation, or acting openly hostile to infidels capable of helping the
party out.
+2 Points (Tied): For 2 Points, the characters cause results in a
serious conflict between her and the other party members during
the course of the session.
-4 Points (Tied): By spending 4 Points, the character becomes
disillusioned with her cause during the course of the session,
resulting in her breaking away from it and canceling out this Trait.
Mistaken Identity
Effect: For some reason, the character has been mistaken for
someone else a famous opera singer, a notorious criminal,
somebodys dead brother and is now profiting from the ensuing
confusion.
+1 Point (Tied): For 1 Point, the characters mistaken identity
results in them encountering trouble during the course of the
session.
+4 Points (Tied): For 4 Points, the person the character is being
mistaken for surfaces during the course of the session, blowing their
cover and canceling out this Trait.
-1 Point (Tied): By spending 1 Point, the characters mistaken
identity unexpectedly earns the character assistance during the
course of the session.
Nemesis
Effect: Overzealous stalkers, hard-headed military men with a
grudge, purple octopi with attitude whatever their identity, the
characters Nemesis just keeps popping up to cause trouble. Decide
who the nemesis is and why they are after the character when
choosing this Trait.
+1 Point (Tied): For 1 Point, the characters nemesis surfaces
during the course of the session, leading to a fight or other
confrontation.
-3 Points (Tied): By spending 3 Points, the nemesis finally decides
theyve had enough and leave the character alone, canceling this
Trait.
-5 Points (Tied): By spending 5 Points, events during the course of
the session result in a change of heart for the nemesis, turning
them into an Ally instead. This effect cancels this Trait.
FINAL FANTASY THE ROLEPLAYING GAME 395
Notoriety
Effect: The character has an out-and-out bad reputation as a
murderer, as a traitor, as a criminal of the highest caliber Whether
justified or just the result of hearsay, this Notoriety makes his life
that much more interesting.
-1 Point (Spontaneous): By spending 1 Point, the character can
reroll any Skill Tests involving Intimidation once.
+1 Point (Tied): For 1 Point, the characters Notoriety causes
serious problems during the course of the session innkeepers
refusing service, local authorities taking a close interest in the
characters actions, or howling mobs hounding him out of town are
all fair game.
-5 Point (Tied): By spending 5 Points, the character can do
something during the course of the session to redeem himself,
canceling out this Trait.
Obligation
Effect: The character has to split her world-saving activities with
another obligation a sickly sister, the security of a small village,
personal favors owed to a monarch. Decide the nature of the
characters obligation when choosing this Trait.
+1 Point (Tied): For 1 Point, the character must attend to her
obligation during the course of the session, distracting her from
other activities.
Outcast
Effect: The character has managed to make himself highly
unwelcome somewhere to such an extent that he is banned
outright from entering, or would risk life and limb in doing so. Decide
where and why the character has earned this dubious distinction
when choosing this Trait.
+1 Point (Tied): For 1 Point, the characters inability to enter a
location creates complications for himself or the rest of his party
during the course of the session.
-3 Point (Tied): By spending 3 Points, the character can do
something during the course of the session to redeem himself,
canceling out this Trait.
Stigma
Effect: The character belongs to a group that faces active
discrimination in society at large. Whether for racial, religious, or
class reasons, the reality is that theres plenty of people willing to
make the characters life unpleasant.
+1 Point (Tied): For 1 Point, the character encounters serious
problems as a result of active discrimination during the course of
the session.
PERSONAL TRAITS
Personal Traits cover all the territories the other categories dont
quirks, skills, habits and oddities that set the character apart from
the masses.
Amnesia
Effect: Through trauma or magic, the character has little if any
memory of his own past. People and places of his past will go
unrecognized, and sometimes he won't even know his own name.
+15 Points (Special): Build a character with the Amnesia Trait as
normal. At the beginning of the game, a character with Amnesia will
only have access to the basic Skills all Jobs begin the game with, a
Weapon Skill, an Expert Skill if applicable -- and one additional Skill
of the players choice. Origin and Social Traits cannot be used, nor
can the character gain Key Points for his Goal.
-1 Point (Spontaneous): By spending 1 Point, the character can
permanently regain use of one additional Skill bought at character
creation.
-2 Points (Spontaneous): By spending 2 Points, a character with
Amnesia can recall his Goal. Once this has been done, he earns Key
Points for steps taken towards it as normal.
-2 Points (Spontaneous): By spending 2 Points, the character can
permanently regain use of one other Origin or Social Trait bought at
character creation.
Androgyny
Effect: Regardless of his true sex, the character blurs the gender
lines just enough to leave everybody guessing at times to his own
advantage.
-1 Point (Spontaneous): By spending 1 Point, the character can
successfully disguise himself as a member of the opposite gender or
use Smooth Talk without gender penalties. They may also ignore any
penalties to Skill Tests normally incurred by their gender.
Hmph. I knew you were too
beautiful to be a man.
Galuf Baldeison
FINAL FANTASY V
Beauty
Effect: While the definition of 'attractive' continues to be hotly
debated in pubs the world over, a character with this Advantage taps
into some timeless, universal standard of beauty that never quite
goes out of fashion.
-1 Point (Spontaneous): By spending 1 Point, the character can use
her beauty to obtain a small favor or a gift of a low-level item from
an admirer.
-2 Points (Spontaneous): By spending 2 Points, the character can
automatically succeed at a Smooth Talk Skill Test aimed at any willing
or plausibly willing target.
-6 Points (Tied): By spending 6 Points, the character acquires a
sympathetic admirer with a significant level of influence or wealth
during the course of the session. Depending on the circumstances
and the characters actions such admirers may be able to grant
significant favors to the character and her comrades.
-1 Point (Tied): By spending 1 Point, a previously-established
admirer will resurface during the course of a session.
+1 Point (Tied): For 1 Point, the characters Beauty attracts
FINAL FANTASY THE ROLEPLAYING GAME 396
unwanted attention or leaves her in a dangerous situation during the
course of the session.
+4 Points (Tied): For 4 Points, the character acquires a dangerous
and persistent admirer who will stop at nothing to woo or
subjugate her during the course of the session.
+1 Point (Tied): For 1 Point, a previously-established dangerous
admirer will resurface during the course of the session.
Bottomless Pockets
Effect: You never realize how valuable a strategically-bent piece of
wire is until youre staring at the inside of a locked prison door. In
keeping with this philosophy, the character has an odd or end for
every situation.
-1 Point (Spontaneous): By spending 1 Point, the character can
conjure up a mundane item, no questions asked provided its
small enough for them to be carrying around. Even if they have no
logical reason to be hauling around a lifetimes supply of armor
polish, twenty meters of rope, an LED-equipped Chocobo lure and
invisible ink, the rest of the party can rest assured itll be there
when they need it the most.
Charismatic
Effect: Whether its through good looks, riveting oratory, or blind
animal magnetism a Charismatic character has the uncanny ability
to wrap people around her little finger in no time flat.
-1 Point (Spontaneous): By spending 1 Point, the character can
reroll any Task Check involving one of the following Skills once:
Acting, Command, Etiquette, Inquiry, Negotiation, Smooth Talk,
Streetwise, Teaching.
-2 Points (Spontaneous): By spending 2 Points, the character can
automatically succeed at any one Task Check involving one of the
following Skills: Acting, Command, Etiquette, Inquiry, Negotiation,
Smooth Talk.
Compulsion
Effect: The character has a compulsive need for a certain something,
whether a physical substance herbal tea, coffee, cheap cigarettes
or a particular activity, such as high-stakes gambling or airship
racing. As a result, they will be through hell and high water to get
their fix.
+1 Point (Tied): For 1 Point, the characters pursuit of his
indulgence causes problems for himself or the rest of the group
during the course of the session.
-4 Points (Tied): By spending 4 Points, the character kicks the
habit during the course of the session, canceling out this Trait.
Cryptic
Effect: Who is that mysterious masked man? A Cryptic character
seems to operate on a different level of reality than the world
around him, knowing things nobody else is privy to.
-1 Point (Spontaneous): By spending 1 Point, the character can
request a useful fact or piece of information regarding the partys
current situation from the GM in private. This information should be
something none of the other characters could know, even with
successful Lore* Task Checks.
Divination
Effect: The character can foresee tiny fragments of the future or
inklings of a destiny yet to come. How the character derives this
knowledge varies from person to person; some may use Tarot cards
or palmistry, others swear by smoke and tea leaves, and others still
see the future through natural talents alone.
-1 Point (Spontaneous): By spending 1 Point, the character can
obtain a vague vision of the not-too-distant future either
pertaining to themselves, another character, or the party as a whole.
While accurate, this vision is open-ended enough to allow a number
of interpretations.
-3 Point (Spontaneous): By spending 3 Points, the character can
obtain a clear and unmistakable vision of the not-too-distant future
either pertaining to themselves, another character, or the party as
a whole. This vision is lucid enough that there is no doubt as to what
is happening, but still given without context.
Be careful of forgetfulness. Your
lucky color is blue? Forget
it.
Cloud Strife
FINAL FANTASY VII
Eidetic Memory
The character is blessed with an unusually sharp memory, being able
to recall almost anything read, seen or heard during the course of
their life even minute details are retained precisely and completely.
-1 Point (Spontaneous): By spending 1 Point, the characters player
can ask the GM to repeat any one piece of information the character
has previously learned.
Face in the Crowd
Effect: The character has the kind of features that just doesn't stay
in the memory; those who see him once will rarely remember him
even five minutes later.
+1 Point (Tied): For 1 Point, the characters anonymity results in
allies being unable to recognize him during the course of the
session.
-1 Point (Spontaneous): By spending 1 Point, the character can
automatically escape recognition and detection in a situation in
which he is under scrutiny.
-5 Points (Tied): By spending 5 Points, the character can ensure
that no reliable permanent records are kept on him; photographs
and physical descriptions are vague enough to almost guarantee
nobody will ever recognize him on the street.
FINAL FANTASY THE ROLEPLAYING GAME 397
Flashbacks
Effect: The character is plagued by vivid flashbacks to a past she
cant entirely remember. So powerful are these flashbacks that she
essentially relives the experience, losing all connection to the
outside world.
-1 Point (Spontaneous): By spending 1 Point, the character
undergoes a flashback imparting some piece of information useful
to the character or party, either immediately or in the near future.
+1 Point (Spontaneous): For 1 Point, the character undergoes a
flashback at a critical juncture, leaving them oblivious to the outside
world for the rest of the Scene. During this time, they may not act,
and automatically fail any Task Checks they are required to make.
Getaway King
Effect: Cars, trains, planes, and airships when theres a need to
get somewhere fast, the character knows exactly where to rustle up
transportation.
-1 Point (Spontaneous): By spending 1 Point, the character can find
an appropriate vehicle or mount to commandeer during a chase or
getaway scene. Note that this does nothing for their actual ability to
pilot or ride their discovery.
-2 Points (Spontaneous): By spending 2 Points, a vehicle the
character appropriated will manage to miraculously hold together for
the duration of a chase or escape attempt, regardless of how much
damage it sustains in the process. However, the vehicle will
immediately break down after the action is over, and will need to be
repaired or replaced before it can be used again.
Grand Entrance
Effect: Some characters have a knack of arriving at just the right
moment.
-1 Point (Spontaneous): By spending 1 Point, the character can
instantly join or rejoin a group at any point during a session; in
the middle of a desert, on a battlefield, atop a deserted mountain
peak. How and why the character happens to be show up there is
left up to the groups imagination.
Heightened Senses
Effect: The character has enhanced hearing, smell, or sight, allowing
her to spot things that would normally not be obvious.
-1 Point (Spontaneous): By spending 1 Point, the character can
reroll any Awareness or Perception Skill Test.
-1 Point (Tied): By spending 1 Point, the characters senses uncover
a secret or help the party overcome an obstacle during the course
of a session.
Innocent Abroad
Effect: Some characters are so hard-bitten and world-weary that
nothing can surprise them any more. Others step into adventuring
life with a certain measure of innocence and natural gullibility.
+1 Point (Tied): For 1 Point, the character will fall for a dangerous
ruse or scam during the course of the session fake charities,
legendary items of dubious authenticity, or robed strangers asking
them to retrieve the Doom Book they need to cure their poor, sick
grandmother.
Lone Wolf
Effect: The character is ill at ease around the company of others;
her poor ability to judge responses and gruff demeanor tend to
cause offense more often than not.
+1 Point (Tied): For 1 Point, all failed Task Checks involving Social
Skills during the course of the session become Critical Failures. Any
Critical Successes on these Task Checks are ignored.
Machine-shy
Effect: Some characters are naturally ill at ease around technology,
preferring not to get involved with it unless no other alternative
presents itself; even then, their grasp of complex devices is likely to
be slippery at best.
+1 Point (Tied): For 1 Point, all failed Task Checks involving
machinery and complex equipment during the course of the session
become Critical Failures. Any Critical Successes on these Task Checks
are ignored.
Malady
Effect: The character has a minor ailment shooting cramps,
sleeping sickness, or generally poor health that tends to
incapacitate them at inopportune moments.
+1 Point (Tied): For 1 Point, the characterss malady manifests
itself during the course of the session, putting them out of
commission for the duration of a Scene.
+3 Points (Tied): For 3 Points, the characters malady will leave
them incapacitated for the majority of the session.
Phobia
Effect: The character suffers from a deep-seated, pathological fear
of something heights, insects, fire, darkness, root vegetables,
Malboros Decide the object of fear in question when first
choosing this Trait; the character will not willingly expose themselves
to it unless circumstances leave them with no other alternative.
+1 Point (Tied): For 1 Point, the characterss phobia prevents them
from carrying out an Attribute Check, Skill Test or other action of
import during the course of the session.
-3 Points (Tied): By spending 3 Points, the character manages to
circumvent their phobia during the course of the session, canceling
out this Trait.
SecrEt PlacE
Effect: The character knows the location of a place whose
whereabouts are not known to most of the world a hidden
treasure cache, a secretive village, an ancient shrine or temple. This
place may have significance to the story as a whole, or simply hold
important treasure; define what the place is when taking this Trait.
-1 Point (Spontaneous): By spending 1 Point, the character can
learn one important thing about a trap, puzzle, device, treasure, or
monster in the place in question.
-2 Point (Tied): By spending 2 Points, the character can guide other
characters to the place in question during the course of the session.
FINAL FANTASY THE ROLEPLAYING GAME 398
No Navigation rolls are needed.
+1 Point (Tied): 1 Point is earned if an opponent or hostile power
begins actively seeking out the place in question during the course
of the session.
Split Personality
Effect: The characters personality is fractured, split into a number
of distinctive identities which fight for control of the character.
Determine the number and type of personalities the character has
when choosing this Trait.
-1 Point (Spontaneous): By spending 1 Point, the character is taken
over by another personality capable of helping the party surmount a
challenge or obstacle they are currently facing.
+1 Point (Tied): For 1 Point, one of the characters personalities
takes over off-camera during the course of the session, causing
problems for the real character further down the line. The
personality in question could end up picking a fight with the local
constabulary, shake down local shopkeepers, or even betray the
partys whereabouts to enemy henchmen.
Straight Arrow
Effect: The character has unusually upstanding moral values and
disarming honesty the kind of man who prides himself on being
able to read anothers character off the basis of a handshake.
-1 Point (Spontaneous): By spending 1 Point, the character can
instantly determine the truthfulness of any one statement or person.
+1 Point (Tied): For 1 Point, the characters overwhelming honesty
causes trouble for the party during the course of the session.
Traveling Sickness
Effect: Sailboats. Trains. Cars. Airships. Put a character with
Traveling Sickness on a moving vehicle, and what happens next is far
from pretty.
+1 Point (Spontaneous): 1 Point is earned every time the character
suffers severe, incapacitating nausea from being onboard a moving
vehicle, unless medicated beforehand the Item Tranquilizer works
wonders in this regard.
VEngEance
Effect: The character has sworn revenge on someone or
something and will not rest until she gets it. Determine what the
character has sworn Vengeance against and why when choosing this
Trait.
+1 Point (Tied): For 1 Point, the characters irrational pursuit of
revenge leaves her in a dangerous or life-threatening situation
during the course of the session.
Walking Disaster
Effect: Walking disaster is as apt a description of the characters
activities as any; he seems literally incapable of fouling anything up
without turning it into a spectacular catastrophe.
+2 Points (Tied): For 2 Points, every failed Task Check during the
course of the session is counted as a Botch.
Waterborn
Effect: Through training or natural selection, the character is
capable of spending extended periods of time underwater without
any serious ill effects, even without a proper breathing apparatus.
-2 Points (Spontaneous): By spending 2 Points, the character can
spend a scene, Ability Check, or Skill Test submerged underwater
with no ill effects.
Changing Traits
Traits arent necessarily permanent; a character may lose or acquire
any number during the course of their adventures, even if they only
started with a basic Trait Package. Removing and adding Traits
should be only done if both player and GM agree the changes are
appropriate; some Traits also allow players to cash out of their own
volition. The one exception to this is the characters Trait Package;
changes in a characters personality can result in some of the
attributes listed in the package no longer applying. For this reason, a
player is at liberty to change their Trait Package at the beginning or
end of a session, provided they inform everyone else of any
changes made.
PLANNING
Many of the more complex Trait effects introduced in the previous
section are Tied rather than Spontaneous. Due to their potential
impacts on the plot, it is important to allow a GM time to prepare for
their use and smooth out potential conflicts. For this reason, the use
of Tied effects should be planned out before the session begins;
take fifteen or twenty minutes as a group and review applicable
Traits, conferring with each other regarding the shape of the
session and the course it's going to take.
By tying Trait effects into a session, the player can claim Key
Points up front in exchange for a complication during the course of a
session. A player whose character suffers from a Stigma, for
instance, can opt to 'build' a situation into the adventure in which
that Stigma causes trouble for the character. Points earned in this
manner can then be used to surmount those challenges or saved up
for more serious problems encountered further down the line.
Each character can tie up to three of their Traits into a session,
though GMs may limit this to one or two, depending on the length of
the session at hand. It is also important that characters work
together to ensure the combined effects dont overwhelm the
session in other words, avoid having an Ally turn traitor, Family
Ties turn sour, a Nemesis resurface, and a Hunted character
suddenly have to deal with a passel of bounty hunters all in the
same session.
Still, even with a minimum of Trait disruption, it may not be
possible to fit every Trait effect into the sessions limited running
time. If it turns out that a GM doesnt have adequate opportunity to
work in a tied Trait effect, the character's player can either give back
the Key Points earned or if they have already spent them treat
them as an 'debt'. In the case of a debt, the effect in question
FINAL FANTASY THE ROLEPLAYING GAME 399
remains tied until it is used in play, and cannot be tied again until
then. Tied Trait effects can also be voluntarily 'untied' during the
course of a session by the player before they occur by returning the
Key Points earned from them.
CHAPTER GLOSSARY
As this is the final glossary in this book, the list of terms is shorter
than in previous chapters.
Dramatic Traits. Certain qualities of a character that cant be
represented through Skills, Attributes, or Abilities.
Key Points. Currency used to shape the progress of a story.
Key Traits. Positive and negative words used to describe a
characters personality.
Spontaneous. Used to describe a Trait effect that can be used at
any time.
Tied. Used to describe a Trait effect that requires advance
planning to use.
Trait Package. The package of personality attributes every
character possesses.
FINAL FANTASY THE ROLEPLAYING GAME 400
AV
____________
GAME AID SHEETS
Organization is key to any successful campaign. To a new player, a
trained gm's actions may be deceiving, making running a high quality
game look easy.
Let us assure you: This is not the case.
For online campaigns, there are a number of tools that one can
utilize to help with the gameflow and reduce clutter. In real life,
however, with real sheets and dice, tracking statuses, turn order,
HP ,MP, and what monsters are still alive can be extremely difficult.
To this end, we have provided sheets to help organize the new or
seasoned GM or player and filled out examples below..
For the GM, there are vitals tracking sheets- good for remembering
what condition the party members are in and what abilities they have
at hand. Updating these, as all other sheets, is crucial to making
sure your game flows smoothly. In addition, to help with tracking
initiative, we provide blank initiative sheets. Don't feel that the
dividing lines mean you can only have 12 members to a battle. If you
are truly ambitious and want a massive battle with many monsters,
blend the round rows together- just make sure to separate your
rounds via some mark of sort for easy tracking. (We would like to
note, however, that such massive battles are best tried by someone
who has a good deal of GMing under their belt.)
For the player, we provide the basic character sheet for tracking
basic statistics, an inventory and history sheet, and a job ability
sheet.
FINAL FANTASY THE ROLEPLAYING GAME 401
VITALS TRACKING SHEET
_________
SESSION NOTES
_________
FINAL FANTASY THE ROLEPLAYING GAME 402
INITIATIVE TRACKING SHEET
FINAL FANTASY THE ROLEPLAYING GAME 403
Character Name
Race Sex
Job Age
Level Height
Experience Weight
EXP for level up Build
Hair Color Eye Color
HP Die MP Die
Current HP Current MP
Max HP Max MP
Attribute Current Maximum
Rating
((Att x3) + 10)
Default
(Rating/2)
Strength
Vitality
Agility
Speed
Magic
Spirit
Statistic Formula Calculations Value
Evasion AGI + SPD + EVA bonuses
Magic Evasion SPR + MAG + M. EVA bonuses
Armor ARM values + Table 2-2 Value
Magic Armor M. ARM Values + Table 2-2 Value
Dexterity Level + (AGI x 2) + 50
Mind Level + (MAG x 2) + 50
Accuracy
Level + (AGI x 2) + Jobs Attack
Bonus + Weapon Skill
Magic Accuracy Level + (MAG x 2) + 100
Expertise
(Expert Skill/2) + Level +
(Skills Default Attribute x 2)
Invent
(Invent Rating/2) + Level +
(AGI x 2)
Equipment
Location Name ARM M. ARM EVA M. EVA Effects and Notes
Right Hand
Left Hand
Head
Body
Hands
Accessory
Advantages



Disadvantages



Job Abilities
Name Cost Target Effect
Skills
Skill Name Points Spent Rank
Items
Item Name Amount Effect
Traits ( __ KP)
Basic Traits
ZODIAC:
BLOOD TYPE:
Advanced Traits
ORIGIN TRAITS



SOCIAL TRAITS






PERSONAL TRAITS






Background, Personality, and Appearance


























Glossary
Ability. A special power possessed by a Job.
Ability Action. Any Action using Slow, Fast, or Magic Abilities, including Spells.
Ability Set. All Abilities available to a given Job or character.
Absorbance (A). Used to designate a combatants ability to absorb a given category of Elemental damage.
Accessory. Enchanted relics used to boost a characters capabilities.
Accessory Slot. Equipment slot used to equip Accessories.
Action Phase. Phase during which the participants act.
Adventure. One-off quests or series of events with a fixed goal.
Advantage. A character quirk that affects the characters combat performance in a positive way.
Adverse Terrain. Terrain that reduces movement by 50%.
Arcane Magic. Any Spell that deals damage, but is not directly associated with one of the Combat Elements.
Armor Base. Base value determining a monsters overall ARM.
Attack Action. Attacking an opponent with an equipped Weapon.
Attribute. One of a number of stats tracking a characters physical and mental capabilities.
Attribute Cap. Maximum value an Attribute can have. Determined by Job and Race.
Attribute Point. Points that can be spent on defining and increasing the characters Attributes.
Attribute Rating. Number measuring a characters ability in a given Attribute.
Artifact. A piece of equipment which may not be bought in stores, but can be found multiple times.
Automatic Miss. A Botch in an Attack Action.
Availability Rating. A numerical representation of an items general rarity.
Availability Roll. A d% roll made to see whether an item is in stock. The target number is the items Availability Rating.
Body Slot. Equipment slot used to equip Mail, Suits and Robes.
Botch. A critical failure on a Percentile Roll. Occurs on unmodified rolls of 95 to 100.
Brawling. Attack Actions without a Weapon equipped.
Buff. Any effect that improves a characters abilities or power, as with Status Conditions like Power Up.
Build. A premeditated design or template for a character, usually developed around a specific set of Advantages, Attributes, and Equipment.
Campaign. A continuous narrative built up from interlinking adventures.
Charge Time. The delay between when a character decides to use a Slow Ability and its activation.
Class. A generalised profession.
Combat Elements. The Elements of Fire, Water, Wind, Earth, Ice, Lightning, Poison, Holy and Shadow.
Combat Movement. Movement undertaken as part of an attack.
Complexity Grade. Measure of a crafting projects complexity.
Conditional Modifier. Modifier applied to Task Checks based on how easy or difficult the task at hand is.
CoS. Short for Chance of Success. A target number for most task resolution rolls in the FFRPG.
Craft Point. Measure of raw materials. Consumed to create things.
Critical Hit. A Critical Success in an Attack Action.
Critical Injuries. Injuries severe enough to give characters temporary or permanent Status Conditions.
Critical Success. An unusually good result on a Percentile Roll. Occurs on unmodified rolls of 1 to 10.
d%. A die roll using two ten-sided dice to generate a total percentage.
Damage Cap. Restriction limiting the amount of damage done by any one attack to 999 HP or MP.
Damage Die. Die or dice rolled and added to an attacks damage.
Damage Scale. Multiplier that gives an attacks basic damage.
Default Attribute. The Attribute that has the strongest effect on a character's chance of success with a given Skill. The Default Attribute's Rating can
substitute for a Skill Rating in certain cases.
Debuff. Any effect that reduces a characters abilities or power. The Weaken Status Conditions are one example of this.
Defense Action. Giving up all Actions and bracing for damage.
FINAL FANTASY THE ROLEPLAYING GAME
Difficult Terrain. Terrain that reduces movement by 25%.
Disadvantage. A character quirk that affects the characters combat performance in a negative way.
Dot. Derived from the acronym DOT Damage Over Time. Effects such as Poison and Sap fall into this category.
Durability. A measure of how many hits it takes to destroy an environmental feature.
Elemental. See Combat Elements.
Elemental Magic. Any Spell that deals damage associated with one of the Combat Elements.
Equipment Ability. Special properties tied to a given piece of equipment.
Equipment Tier. A number from 1 to 10, measuring an item's general rarity.
Equipped. Term used for equipment the character wears or keeps to hand.
Escape Action. Action resulting from a combatants attempts to withdraw to a safer position.
Extreme Initiative. An Initiative of 35 or higher. Entitles a combatant to additional Actions.
Fast Ability. An Ability that requires no preparation time.
Flat CoS. A chance of success that always remains the same.
Fudging. Ignoring the result of a roll and deciding what the outcome should be, even if it is different from what the roll would have normally
produced. Generally done by the GM if the roll would cause serious problems for the game at hand, though some will use it to 'cheat' the players.
Full-Move Action. An Action spent entirely on movement.
Gamemaster (GM). 'Leader of the game. Sets challenges and details the world.
Grognard. Nickname for older, more conservative gamers who tend to be deeply involved in their hobby.
Hands Slot. Equipment slot used to equip Armwear and Gauntlets.
Head Slot. Equipment slot used to equip Hats and Helmets.
Hit Base. Base value determining a monsters overall HP.
Hit Die. Die rolled to determine a characters Hit Points.
Hit Points (HP). A reflection of the character's general physical condition.
House Rules. Tweaks and changes made to a basic RPG ruleset.
Immunity (I). Used to designate a combatants immunity to a given category of Elemental damage or Status Condition.
Initiative. Score that determines when actions are taken.
Initiative Phase. Phase during which the order of the participants actions is determined.
Intuitive Magic. 'Minor' Spells created on the fly by casters.
Intuitive Skill. A Skill whose Default Attribute's Rating may be used in place of a Skill Rating if the character does not possess the Skill in question.
Invention Level. Measure of an Inventions overall power.
Inventory Slot. Equipment slot used for potions, throwing weapons, ammunition and other loose items.
Item Action. Action involving using items or changing equipment in-battle.
Job. A specialised profession.
Key Item. Item significant to the plot or adventure.
Key Points. Currency used to shape the progress of a story.
Key Traits. Positive and negative words used to describe a characters personality.
Learned Skill. A Skill whose Rating cannot be replaced by a Default Attribute's Rating if the character does not possess it.
Legendary. A piece of equipment that only exists once on any given world.
Level. A reflection of a character's experience level. Based on the total number of XP that character possesses.
Magic Abilities. Spells and spell-like Abilities.
Magic Armor Base. Base value determining a monsters M. ARM.
Magic Base. Base value determining the monsters overall MP.
Magic Die. Die rolled to determine a characters Magic Points.
FINAL FANTASY THE ROLEPLAYING GAME
Magic Points (MP). The representation of a character's reservoir of spellcasting energy.
Magical. Magical damage not associated with a Combat Element.
Min-Maxing. The practice of juggling character Attributes, Skills and equipment for maximum effectiveness in combat.
Modifier. Any additional property attached to a basic Attack to enhance its effects. Can also be used in conjunction with Abilities in some cases.
Monster Family. A grouping of monsters who share similar characteristics.
Monty Haul. Derisive nickname for adventures that exist allow characters to acquire increasingly ludicrous levels of money and overpowered
equipment for relatively little effort.
Munchkin. Nickname for players preoccupied with finding ever more elaborate means of boosting their characters power to obscene levels.
Munchkins may often take advantage of loopholes in the rules to do this; for this reason, the most effective munchkins will also be relentless Rules
Lawyers.
Non-Player Character (NPC). Any character whose actions are controlled by the GM rather than the players.
not Reflectable. A spell that is unaffected by the Status Condition Reflect. Designated as NR in Chapter 8: Magic.
Nuke. To deal a large amount of damage in a single attack. 'Nukers' usually tend to be Mage Jobs.
Opposed Task Check. Task Check in which two or more participants make a d% roll.
Optional Rule. Rules designed to be used at a GMs discretion.
Percentile Roll. A roll made using a d%.
Phase. Segments of a Round. Most Rounds have three phases.
Pincer Attack. Battle in which one side complete encircles the other.
Player Character (PC). Any character whose actions are controlled by one of the players.
Preemptive Round. Specialized Round resulting from ambush.
Racial Maximum. A hard limit on starting Attributes defined by a characters choice of race.
Racial Modifier. A modifier imposed to a Task Check as a result of a race's unique physiology.
Reaction Ability. An Ability that only triggers under certain circumstances.
Recovery Magic. Spells that restore HP or MP, or remove harmful Status Conditions.
Reflectable. A spell that can be affected by the Status Condition Reflect. Designated as R in Chapter 8: Magic.
Resistance (R). Used to designate a combatants resistance to a given category of Elemental damage.
Round. Basic unit of time in FFRPG combat. A battle will often be made up of multiple Rounds.
Rule of 1. Rule stating that the smallest amount of damage any one attack can inflict is 1 HP.
Rule of 10. Rule stating that the lowest a CoS can be reduced to is 10 making the roll under these circumstances is not a Critical Success, but an
against-all-odds one.
Rules Lawyer. Nickname for players with an encyclopedic knowledge of the rules and habit of arguing their minutiae at every possible turn.
Scale. A measure of large an environmental feature. This value is used to calculate damage inflicted by the feature.
Scene. Basic unit of time in the FFRPG. A scene ends with a change in location or the passage of time.
Shield Slot. Equipment slot used to equip a Shield, second Weapon or two-handed Weapon.
Size Grade. Measure of a crafting projects size.
Skill. A particular body of knowledge used by a character, measured via a numerical rating.
Skill Aptitude. A category of Skills a character can learn at a reduced rate due to their training in that field.
Skill Point. Points that can be spent on defining and increasing the characters Skills.
Skill Rating. Number measuring a characters proficiency in a given Skill.
Slow Ability. An Ability that requires preparation time.
Spam. Repetitive use of a single attack over and over.
Spellblade Magic. Spells that primarily affect a Weapon rather than a target.
Spontaneous. Used to describe a Trait effect that can be used at any time.
Status Conditions. Special conditions positive or negative that can affect a characters capacities and abilities.
Status Magic. Any Spell which adds harmful or gainful Status Conditions to one or more targets.
Status Phase. Phase during which book-keeping for Status Conditions takes place.
Support Ability. An Ability that is always active.
Support Magic. Spells which do not directly affect combatants or their opponents, or which bypass magical Evasions by default.
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Synergy Bonus. A bonus to a Task Check granted by compatible Skills and Attributes.
Tank. Character or Job whose primary role in a battle is to fight on the front line and absorb the bulk of the damage dealt. This role is usually filled
by Warrior Jobs.
Task Check. A Percentile Roll used to determine the success or failure of a task using one of a characters Skills or Abilities.
Tied. Used to describe a Trait effect that requires advance planning to use.
Timer. Expression used for the duration of a Status Condition or special effect.
Trigger Action. An Action involving a Task Check.
TPK. Acronym for Total Party Kill a disastrous event in which every PC dies. Sometimes also known as Game Over.
Trait Package. The package of personality attributes every character possesses.
Traits. Certain qualities of a character that cant be represented through Skills, Attributes, or Abilities.
Unconscious. Condition in which a PC or NPC has been reduced to 0 or fewer HP.
Wait. Delay acting for a certain number of ticks.
Wainscotting. Over-describing trivial environmental details (e.g. the wallpaper in a room).
Weakness (W). Used to designate a combatants weakness to a given category of Elemental damage.
Weapon Slot. Equipment slot used to equip a Weapon.
Workshop Hour. One hour of uninterrupted work in a space that has all the materials and equipment needed for the crafter to do his work.
XP. A measure of a character's growth in experience and personal capabilities, increased by certain actions and achievements within the game.
FINAL FANTASY THE ROLEPLAYING GAME

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